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VIS options versus "OPEN" MAPS

Posted: Wed Dec 13, 2006 1:29 am
by mcunha98
Hi,

I make recently a map as "The Hunt" (a destroyed village), and put many buildings (see screenshots).

Image

Image


The problem is i maked a "final" compilation to test the map using the VIS directive, but it dont have effect in FPS and in the drawing method (in spectator mode parts of map dont hide when i walk for a specific region).

In map building, i dont use the VIS blocks, i used only DETAILS brushes, is necessary more some technique to increase the FPS of "final version" ?

The compilation directives of final version:

Code: Select all

"d:\maps\mohaa\Q3map.exe" -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98sully.map
"d:\maps\mohaa\Q3map.exe" -vis -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98sully.map
"d:\maps\mohaa\MOHlight.exe" -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98sully.map

Copy "user_98sully.bsp" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj
Copy "user_98sully.txt" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj\user_98sully.scr
Copy "user_98sully.txt" "user_98sully.scr"

Posted: Wed Dec 13, 2006 6:59 am
by Devil_Dog
search for "farplane" and look for tuts on it also.
I have a big open map and had same problem. The farplane is like fog. It allows players to see only so far. You add its key/value in worldspawn. It helped my fps alot.

Posted: Wed Dec 13, 2006 9:59 am
by Imagination
Detail brushes will not block any visablity only structual brushes, however in your open map it is virtualy pointless to have any structual brushes as so much can be seen from any 1 point.
The only way to improve your fps is by using vis leaf groups, its not an easy process in an open map but with patience you will be able to greatly improve performance in some areas.

Posted: Wed Dec 13, 2006 11:05 am
by neillomax
That's a really small map from the looks of it. FPS shouldn't be a big problem here. Try lowering the skybox to just above the buildings, make the sky connect to the tops of the buildings where possible, ( may come in useful if you want to try and add vis ), and make the sides of the map conform to the edges of your map instead of going completelt around it. There shouldn't be any "skybox" under your map. ( if you made a big cube around your project to encase the map )......

Posted: Wed Dec 13, 2006 11:21 am
by mcunha98
Thanks for all replys !

But only a reply is a "new notice", the use of vis leaf_groups (i read in past some tutorials about this subect, really is very hard and confused the implementation of this technique).

How i have the source of the hunt, i will studly the source file to understand the way of make this regions.

Thanks again.... :wink:

Posted: Sat Dec 16, 2006 5:16 pm
by mcunha98
Thats the correct idea ?
Image

I based my job in "The CrossRoads" stock map to understand how the blocks is connected. :oops:

Posted: Sat Dec 16, 2006 7:45 pm
by neillomax
The trick is to select one of those vis brushes..................... then somewhere on the map there will be one or more vis brushes that CANNOT be seen by the one you already have highlighted..... select that one, or those. hit the cntl and k keys. A line should appear between the first one you selected and any others you selected.

Whatever is in the second vis brush, or third, forth, or fifth, will not be drawn by the game engine while you are in it, making framerates go up in the section you are standing in.

You will have to work your way around the map, selecting each vis brush, and trying to figure out what other ones you can target, and get them right.

It'll be time consuming. Good luck.

Posted: Sat Dec 16, 2006 8:01 pm
by mcunha98
Thanks

I used the connection of VIS BLOCKS (with Ctrl + k).
Is very hard discovery the correct block to connect, but ...

Posted: Sat Dec 16, 2006 8:09 pm
by neillomax
I think if you select more than one, the lines will only go to the ones that cannot be seen. Can't remember.