#4437 posted by gb on 2008/02/18 01:06:56
Bambuz: Thanks, I got gimp running fine now. Xnview is rather good, but the convert part of it is badly documented. With gimp, at least I know how to use it.
The problem is, even when I raise brightness by 50 and contrast by 35 percent, you can't really see any more in the shots. :-/ A tiny bit more, perhaps. It may have to do with the fact that I'm using software rendering with its smack-dark shadows. GLquake looks almost drastically different.
I'm also using tyrlite which seems to enhance the shadows, not the brightness, which I like for this map... using Lord Havoc's light tool for example, it's radically different, almost a radiosity effect like in Quake 2. I could play with different falloff settings etc I guess, but if I did just for the screenshots, they would look nothing like the actual map, which kinda defies the purpose :-)
When it's time, I'll organize some good-looking shots.
Screenshots
#4438 posted by Spirit on 2008/02/18 09:15:18
Do not tinker around with Brightness and Contrast, that will look like poo (or take too much time). Instead use the layers -> curves tool. You can save the curve for later usage to save more time.
Multithreaded Vis
#4439 posted by inertia on 2008/02/18 09:54:57
Seriously, if you guys code up an EM64T-compatible linux multithreaded executable, I'll run it on our supercomputer. I'm curious to see compile times!
Sickbase Had Really Bad Speeds.
#4440 posted by RickyT33 on 2008/02/18 11:43:25
Practically 0 vis-blocking.
I'm learning still. New map also hs some high detail wide open bits, but I'm trying to bend all of the corridors leading away from it. In Fitz I type r_showtris 1 then run around the map, seeing where the slow spots are.
Rudl - I think my 6 and a half day spout was a 6-7 minute fast vis. I think.
Inertia - trying to get people to code things for us is not easy. I ask all of the time. The ones who are capable just dont listen. I guess they think I'm lazy or ignorant or something. I'd like to think that some coders are working on some new stuff which we would like, but are saving it for a surprise.
I'd like to hear what a supercomputer can do to vis times too!!
AguirRe - I'm glad I didnt make Sickbase on a p133 with 16mb ram.
Distrans
#4441 posted by ijed on 2008/02/18 13:01:23
I forgot - need to play again.
#4442 posted by JneeraZ on 2008/02/18 18:23:33
Hey would someone be willing to send me one of these ridiculously huge VIS time maps so I could fool with it in ToeTag? I would need the WADs as well of course.
If not, that's cool, but I'd be curious to see what could be done to improve VIS times without huge restructurings.
Willem
#4443 posted by Orl on 2008/02/18 18:31:31
I have a map that takes over 30 hours to complete. Do you want just the .bsp and wad file?
#4444 posted by JneeraZ on 2008/02/18 18:37:27
Well, I would need the MAP file so I could look at the brush work. If you're willing to send that and the WAD files to me, that would be awesome.
willem at wantonhubris
Let's Do A Vis Benchmark
#4445 posted by rudl on 2008/02/18 18:46:38
Willem
#4446 posted by Orl on 2008/02/18 19:21:38
For some reason, I am unable to send you the email. I have tried to sent it twice already, and each time I did I got a "Undelivered Mail Returned to Sender" a minute later.
Is something wrong on your end?
#4447 posted by JneeraZ on 2008/02/18 19:28:11
Not sure.
try warren at wantonhubris if willem isn't working.
Rudl
#4448 posted by negke on 2008/02/18 19:29:38
Upscale the water texture
Nope
#4449 posted by Orl on 2008/02/18 19:44:14
Still isn't working Willem. warren at wantonhubris gives me the same error. Any other methods we can try?
Willem
#4450 posted by ijed on 2008/02/18 20:00:05
The warp .map source is available at the shub-hub:
http://shub-hub.com/files/misc/mapsource_080507.7z
With the zip password - warpspasm
They're fairly big maps but the vis time isn't over five hours, warpc is the longest at around that, just because its alot of connected stuff with some dodgy vis-blocking thrown in.
If you want to experiment with it then let me know which map and I can extract a Wadfile tonight.
#4451 posted by JneeraZ on 2008/02/18 20:17:05
Orl
I dunno, I sent myself an email just now and it hasn't bounced. Not sure what to tell you.
Maybe do the shub-hub thing that ijed did. Post a link and I'll grab it tonight.
Okay Willem
#4452 posted by Orl on 2008/02/18 20:53:20
I uploaded the map onto my web space temporarily. You can grab it here: http://orl.fvfonline.com/misc/oms23.zip
Let me know when you got it.
Willem
#4453 posted by inertia on 2008/02/18 20:58:35
Perhaps you need to specify a root domain name there :)
#4454 posted by JneeraZ on 2008/02/18 21:14:04
Orl
I won't be able to grab it until tonight, so please leave it there until later on.
Thanks!
#4455 posted by JneeraZ on 2008/02/19 00:43:54
Hey, Orl, all 3 of your emails did come through. I'm not sure why you were getting failures on your end.
Yours too, headthump!
At any rate, thanks!
Hmm
#4456 posted by Orl on 2008/02/19 02:23:54
that's weird. Well, at least you get em.
Some Nice Work Being Done
#4457 posted by nitin on 2008/02/19 09:35:35
Oooooohhhhh
#4458 posted by JPL on 2008/02/19 09:38:00
Very nice !
Ive Got The Sickbase Src Do You Want That Willem?
#4459 posted by RickyT33 on 2008/02/19 12:48:07
You can get a wad from the BSP, but its mostly IDbase tex and fury.wad.
AguirRe, do you still have the version of the map source from Sickbase after you altered the solid ents? I think I might have it at home, but I dont have it here at work... I do have the one before you altered the solid ents, i.e. the exact file I sent to you.
Willem - this took 6.5 days to vis!! On an Athlon XP 1700 that is. All that is wrong with the version I have is there are a few flickering ents, cause my solid ents fall into to many places around the map. AguirRe broke them up a bit by hacking the map file. (What a hero!!)
Warpc
#4460 posted by rudl on 2008/02/19 14:47:01
bsp: 7,28
light: 10,15
basevis: 1.10
full: 39,28 minutes
Hm
#4461 posted by ijed on 2008/02/19 15:27:59
Better machine than mine then, but that's not saying much.
By basevis you mean full?
I used a few lighting options like -extra4 and stuff, but also the -gate option that would counter balance any slowdown.
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