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.
#4462 posted by JneeraZ on 2008/02/19 15:32:13
I thought I had time for VIS research but in reality, I probably don't. :P I have a few maps that people sent me if I DO get time though, but thanks!
#4463 posted by rudl on 2008/02/19 16:50:47
---- Vis 2.31 ---- Modified by Bengt Jardrup
File: warpc.bsp
7341 portalleafs
20038 numportals
testlevel = 4
average leafs visible: 174
max leafs visible: 594 near (-2560 3968 512)
c_chains: 147877441
visdatasize: 477 kb compressed from 6581 kb
Elapsed time : 39:28
State time : 0:07
Hehe
#4464 posted by RickyT33 on 2008/02/19 16:56:04
The Hand had something like 3000 max leafs visible.
My new map isnt far off the same!
This is a reflection of speeds, isnt it?
So Warpc is a pretty fast running map, innit.
Its over the lightmaps limit tho, so Ijed makes biiiiiig maps with simple enough brushwork that they run at a good speed.
#4465 posted by JneeraZ on 2008/02/19 16:59:32
Is the max leafs visible thing eqivalent to r_speeds?
I Dont Really Know But...
#4466 posted by RickyT33 on 2008/02/19 17:26:08
...I think they're fairly relative.
TBH I dont really know what a leaf is. I sort of assume that it's an "area of the map". The more complex the geometry of the map, the more leafs there will be, right? (somebody help me out here...)
It all equates to more triangles on the screen at any one time which is basically kinda what r_speeds is a measure of?
(its very shady around here...)
Ricky...
#4467 posted by metlslime on 2008/02/19 21:31:00
you're not too far off.
qbsp divides the worldspace into many small, convex volumes, some solid (inside a brush) and some non-solid (air, water, etc.) A leaf is a non-solid volume of space in your bsp. As you walk around the level, your viewpoint is always inside a leaf. And vis.exe figures out what other leafs you can see from the leaf you're in, and the game will only draw polygons that are touching one of those other leafs. (each leaf has a list of polygons it touches.)
r_speeds actually counts those polygons as they are being drawn.
If you want to visualize a leaf, imagine the simple case of a cube-shaped leaf. It has 6 sides, and some of those sides will be touching other leafs -- these are portals. Other sides of the cube will be touching solid space -- these are polygons (since there's a visible surface anywhere air meets solid.) For example, a leaf in the corner of a room might touch a floor and two walls, and the other 3 sides are portals.
Do I Understand Correct?
#4468 posted by rudl on 2008/02/19 21:50:10
The number of triangles shown (=r_speeds) is a lot higher than the number of leafs?
Rudl:
#4469 posted by metlslime on 2008/02/19 22:06:07
Not necessarily -- some leafs have no polygons (if they are floating in the middle of the room, for example) so they would increase the leaf count but not the r_speeds.
Also, r_speeds counts polygons, not triangles. Each polygon is made up of 1 or more triangles. (square = 2 triangles, hexagon = 4 triangles, etc.)
Something Else
#4470 posted by ijed on 2008/02/20 01:22:54
I knew the outlines of that, but is it also right that polygons are split by textures - so a 256 square wall with a 128 texture becomes 8 triangles instead of 2?
Also affected by scaled up / down textures?
Ijed...
#4471 posted by metlslime on 2008/02/20 01:30:17
it's true that there is a max size to polygons, based on the amount of texture/lightmap space taken up by it. At texture scale 1.0, the max size is 240 in world units, and anything larger gets split.
But all that splitting happens in qbsp, so when the engine is rendering, each polygon is already verified to be 240x240 or less.
#4472 posted by JneeraZ on 2008/02/20 01:35:33
You can visualize that pretty easily, FYI. Just build a large hollow box, compile it, and load it in Quake.
"r_drawflat 1" will show you the BSP splits and where QBSP cut everything up.
#4467
#4473 posted by distrans on 2008/02/20 04:17:44
Probably the most concise yet useful explanation of the process I've ever come across.
Yup, Thanks Metl...
#4474 posted by RickyT33 on 2008/02/20 12:48:08
I now know what a portal is! As well as a few other interesting facts...
...next time I compile I will read the log from a slightly different viewpoint.
So "r_showtris 1" in Fitzquake is showing the triangles which comprise the polygons.
I will try "r_drawflat 1" later and see what that looks like. Are there any other things you can do? Like to see the leafs for example?
I am learning the need to know about these things from a mappers point of view. I want my level to be as big as possible but not limited to certain engines. So I'm always looking at the info in the Qbsp log to see how many marksurfaces etc I have got. Also AguirRe's Bspinfo.exe is usefull to me for the same reason. The only way I can find out how many lightmaps I have is by loading in AguirRe's engine, and typing lightmaps on the console.
#4475 posted by JneeraZ on 2008/02/20 13:07:37
Well, "r_draworder 1" is a fun one because it draws the world backwards so you can see exactly what is being drawn from your current location.
I think that about covers it...
Notes:
#4476 posted by metlslime on 2008/02/20 22:02:19
r_draworder is only supported in software engines (winquake, etc.) i believe.
also, you can see lightmap count in fitzquake using "imagelist" command -- they are numbered starting with lightmap00.
#4477 posted by JneeraZ on 2008/02/20 22:04:04
Sorry, I'm a software guy so that's how I roll. :)
|