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. :)
Willem Doesn't Code On The Shabbos, Either.
#4478 posted by biff_debris. on 2008/02/21 02:34:38
Shomer fucking Shabbos.
Uh,
#4479 posted by distrans on 2008/02/21 03:24:06
...how many dudes you know roll like this, how many dudes you know flow like this, not many, if any, not many, if
any,
how many dudes you know who got the skills to go in and roarck, a show like this, uh uh, uh uh, I don't know any body.
cept Willem, uh uh, uh uh.
And Than
#4480 posted by RickyT33 on 2008/02/21 10:23:12
he likes software... Im sure I saw a load of shots with pretty square pixels somewhere....
#4481 posted by JneeraZ on 2008/02/21 11:23:12
biff, you're out of your element.
I Like Fitzquake
#4482 posted by bear on 2008/02/21 13:25:45
with GL_NEAREST_MIPMAP_NEAREST...
So there's no way to visualize the current PVS in FQ? Maybe a lockPVS like in q3 would be a good addition if you have the time/desire?
#4483 posted by Spirit on 2008/02/21 14:16:38
What is/are PVS?
Darkplaces can show portals (r_showportals 1) and surfaces (r_drawsurfaces 1) (might be slightly different cvar names, from the top of my head) in a very appealing way. And thanks to metl's post I have now understood what portals are.
#4484 posted by JneeraZ on 2008/02/21 14:28:10
Spirit
PVS = Potentially Visible Set
Basically, he's asking for a way to freeze the rendering engine so that he can walk around and see what the engine was seeing from the spot where he was when he froze it. This is pretty useful to see, in the wild, what Quake is drawing.
Yeah Well Bear
#4485 posted by bambuz on 2008/02/21 15:00:02
I dunno, except that r_showtris is the closest and it prettymuch makes r_draworder obsolete too.
http://g.photos.cx/fitz0025-3a.jpg
http://g.photos.cx/fitz0024-38.jpg
(tuhnu2.bsp by Zaka, recommended for duel)
#4486 posted by gb on 2008/02/23 21:36:04
Tyrquake has r_lockfrustum and r_lockpvs IIRC.
#4488 posted by - on 2008/02/28 05:34:48
MAN
IN
SPPPAAAACCCEEEE
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