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poor frame rate and missing pic in loading screen
Posted: Sun Oct 13, 2002 10:57 pm
by WereWulfen
ok i have 2 problems. first is my maps frame rates are very poor. does setting everything to detail make for poor frame rates? second my loading screen pic only shows up as a black square. any ideas? if you want to look at it the addy is.
http://www.henleyholdings.com/~rowdy/.
the map file is in the pk3 of my map. so you can look at it with radiant
Posted: Mon Oct 14, 2002 12:54 am
by WereWulfen
i have replaced my tga with one i know works. so something is wrong with my script. if someone could look at my script,shader and ui file and send me ones that are correct and work. i would be willing to add then into the credits of my map for the help. as well as in looking for someone to help me set up and objective with scripting work.
please contact me if your interested.
were.wulfen@verizon.net
Posted: Mon Oct 14, 2002 7:58 pm
by brk_n_run71
D/Ling the map now. Looking at the overhead shot on your site, I have an idea of where your problems are. Long, straight streets with accesible bulidings are a rendering nightmare for the Quake III engine. If you have windows in those bulidings, the engine is looking through them and rendering what is on the other side even though a player can't see it.
Will look at map and add more later.....
Posted: Mon Oct 14, 2002 8:56 pm
by brk_n_run71
Okay, the good news is that your load screen works.
Now for the map issues:
1) You made just about every brush "detail." As I stated in your other post, this is bad!!! The Quake III engine depends on structural brushes to block visiblity. You have a very large map. The engine is trying to render every single thing in the map simultaniously!!! I'd say about 90% of the brushes in that map should be structural.
2) A lot of your brushes are textured on all six sides. Once again, the engine is rendering all textured surfaces even though you can't see them. This is another hit for your fps. When you make a brush that is a road, for example, the only face that should be textured is the side you can see. The other five faces should have the "caulk" texture!!! "Caulk" tells the engine not to render that surfce.
3) CSG subtract = BAD!!!!! CSG subtract cuts brushes in very ineffecient ways!! (esp. cylinders!!!) When you want to create a hole for your manhole, you use vertex editing to manually build the hole around the cover. I know that is slower, but it is more effecient map desingn. Pretend the CSG operation does not exist.
4) Too many static models in one area. Models are made up of very complex triangular shapes. Put a bunch in one place and you fps sink like a bowling ball in the ocean. You should make crates and drums out of brushes (less complex) and make them "detail." It takes a lot of strain off the engine. Remember to caulk the bottom of anything that sits on the floor so the engine doesn't try to render that surface.
Your map is very ambitious, and I commened your hard work. However, I think you need to spend some time hitting tutorial sites to learn "efficient" mapping. Look at the deveolper maps and popular user maps to get an idea of design and scale.
I hope all this helps!
Posted: Mon Oct 14, 2002 9:09 pm
by Surgeon
As stated above read all the tutorials here - also read the
FAQ It answers many basic questions that new mappers have.
Posted: Mon Oct 14, 2002 11:57 pm
by WereWulfen
thanks for the info. i have alread undetailed everything and am working on fixing all the textures where they dont need to be. thanks again for the staight forward look at my map.