@negke
#12559 posted by sock on 2013/03/17 17:44:31
Wow, now I understand why when I did onlyent compiles all the lights were screwed. Awesome tip, should be in quake wiki! :D
Qbsp And Vis
#12560 posted by Mike Woodham on 2013/03/17 18:49:15
I thought qbsp ran on the map file, and output a bsp file that you then had to run vis on to optimise visuals.
If I run -onlyents on the modified map file don't I end up with a bsp that still requires vis to be run on it? (That's why I was hoping that I could just manually modify the entity in the bsp file and leave all the compiled visual stuff alone.)
#12561 posted by JneeraZ on 2013/03/17 18:53:53
No, because the entity lump is seperate from the BSP lump. It can update the entity keys/values without throwing away the BSP info.
Did It Anyway
#12562 posted by Mike Woodham on 2013/03/17 18:55:59
I found the entry in the bsp file, changed the '-2' to '00', saved it and ended up with the same file length. Ran it and it worked, so I guess the answer is that you can.
Willem
#12563 posted by Mike Woodham on 2013/03/17 19:03:55
I am clearly not understanding how this all works.
qbsp: takes a map file and turns it into a bsp file?
light: takes a bsp file and applies the lighting as defined in the entity list saved within the bsp file?
vis: takes an existing bsp file outputs a visually optimised version of the bsp file?
#12564 posted by necros on 2013/03/17 19:28:39
yes, but each of those compilers puts their data into different parts of the bsp, so when you do -onlyents on qbsp, you're telling it to only update the entity list and not touch the lighting or vis.
and when you do -onlyents on light, you're telling light to only redo the lighting on switchable lights and update their connections with the entity list.
Almost
#12565 posted by RickyT33 on 2013/03/17 19:29:19
The vis data is a separate part of the file, like the light data.
You can replace the vis data, just the same as you can replace the light data.
The vis data does not modify the BSP tree.
Or am I wrong?
Input Or Output?
#12566 posted by Mike Woodham on 2013/03/17 19:44:20
Does that mean when I run qbsp with -onlyents, it isn't outputing a NEW bsp file, it is only updating an existing bsp file with the revised entity data?
Is there anything wrong with the way I did it, which was to directly edit the bsp file? Admitedly, the 'angle' field is still there but is now contains a zero value, which seems to have solved the "wiggle" problem straight away.
#12567 posted by necros on 2013/03/17 19:47:32
Does that mean when I run qbsp with -onlyents, it isn't outputing a NEW bsp file, it is only updating an existing bsp file with the revised entity data?
Correct.
Is there anything wrong with the way I did it, which was to directly edit the bsp file? Admitedly, the 'angle' field is still there but is now contains a zero value, which seems to have solved the "wiggle" problem straight away.
There's nothing wrong with that, it's just more work.
#12568 posted by necros on 2013/03/17 19:48:25
also, btw, when you put an angle onto a trigger, it makes it so the player has to be facing 90 degrees to that trigger, so the wiggle is really just you accidentally pointing slightly downwards so that it was less than 90 degrees from the straight down angle and the trigger would fire.
I Have Seen The Light And It Is A Wondrous Thing
#12569 posted by Mike Woodham on 2013/03/17 20:11:20
Thanks necros, now I've got it and your last comment is the last piece of what was puzzling me: I didn't even realise that triggers could angles.
Map Optimisation...
Are there any good guides around for optimising a map? My Deck remake is fairly detailed, maybe too detailed(!)... I'd rather optimise it than to start chopping detail down.
UT had occlusion brushes and such, will using skip textures on the void-facing brushes make a difference (is this what you're supposed to do??)...
WC 1.6b
#12571 posted by quaketree on 2013/03/23 02:33:22
Anyone got a copy? The link up-thread is dead.
#12572 posted by JneeraZ on 2013/03/23 10:54:04
func_detail entities should help. As for optimizing the map itself ... is it actually slow? It's hard to make a machine run slow with Quake these days.
It's hard to make a machine run slow with Quake these days.
It really isn't.
Combining Lightmaps?
#12574 posted by Spiney on 2013/03/23 11:58:16
Is there a way to add up 2 .lit files?
I've been playing around with Q1Rad a little and I like the area lights and indirect shadowing it gives.
I've got a light_environment for the sky and light emitting slime as ambient lightsources but I wonder if these can combined with lightmaps from Bengt's light tool for the pointlights?
I like the idea of having bounced area lights to supplement the crisper lighting from pointlights.
Willem, Otp...
maybe it's my machine? I find I have to tweak settings a bit on some of the newer custom maps. I've started using RMQ as my main engine a lot of the time because it usually always gives me a solid framerate (plus I love them coloured coronas)
Spiney
#12576 posted by necros on 2013/03/23 14:36:14
Not that I aware of. Lit files only hold colour data, btw.
think it might he cool to bring back radiosity lighting for quake, but in a more controlled and sutble way...
#12577 posted by JneeraZ on 2013/03/23 17:32:09
It really isn't.
Maybe you need a better machine. :) I have yet to see a Quake level that gets my machine above "bored".
Maybe you need a better machine. :)
You try playtesting somebody's 100+ monsters map without a fullvis and come back. But eat a bowl of dicks with deqer first.
Willem
#12579 posted by SleepwalkR on 2013/03/23 17:50:51
That may as well be just luck. Some Quake engines are not as optimized as others, and then performance depends completely on the driver. For example, I got severe slowdowns on my 2012 iMac before I patched QuakeSpasm to use a different texture and lightmap format.
#12580 posted by JneeraZ on 2013/03/23 18:06:23
Wasn't trying to offend, otp, just fooling around. My machine IS a beast though.
Willem
#12581 posted by negke on 2013/03/23 18:24:17
The Quake engine scales differently than modern game engines. So a large map can indeed make even a fast computer choke. Like Sleepy says, some ports handle it better than others (RMQ and DirectQ come to mind). For example, the unvised version of Tronyn's latest map ran quite poorly on my machine, at least initially, and it's by no means a slow computer.
And this is only about polys. If you take additional features into account, replacement graphics and real-time lighting, it's actually fairly easy to make the game run slow.
FifthElephant
#12582 posted by negke on 2013/03/23 18:31:47
I'm not aware of any distinct guides. There's always room for optimization. Func_detail won't help here, it only makes the vis complete faster. It's sometimes possible to bring down the wpoly count by turning certain things into func_walls and illusionaries or move touching brushes apart. This requires experimenting, however, as it can well turn out to be counterproductive. Check the map with r_showtris and r_drawflat to search for and investigate locations where unnecessary brush face splitting can be avoided.
I Think..
part of the problem is due to Deck being simply a big atrium, plus the detail I've put into it also.
I can't seem to get r_drawflat to work, I think it's due to there still being a giant hole where I haven't made the ceiling work.
Am I supposed to use skip textures on the void-facing polys? (haven't done that yet either if you are)
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