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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Bambuz 
Well, in the wide open area, I guess it didn't helped much at all... while I cannot confirm it as I didn't have any idea of the final result (i.e difference of face numbers between fast and full vis...)

And I will not try to make the test just to obtain the results difference... The only good point is that aguirRe's vid tool is bug free for sure ;) 
Bambuz 
Well, in the wide open area, I guess it didn't helped much at all... while I cannot confirm it as I didn't have any idea of the final result (i.e difference of face numbers between fast and full vis...)

And I will not try to make the test just to obtain the results difference... The only good point is that aguirRe's vid tool is bug free for sure ;) 
Fucking Double Post 
Sorry for that :P 
Well 
a few func_walls and an XP Home Command Prompt later, and its been going for about 21 hours, says its 30% done, I think it says thats 20% of the time its gonna take, if that makes sense. At this rate it should be out Monday. Maybe. So thanks for the help!! Command prompt IS A LOT MORE STABLE THAT WC PROCESS WINDOW!

I've always been a click person, using a MSDos command prompt is something I've always managed to avoid. I've clicked on Wolf3D, Doom, Quake, Duke3D, Heretic...

Luckily I know to type 'cd c:\vis', then 'vis -level 4 -verbose sickhill'. Or else I'd be really scuppered, wouldnt I?

Just out of curiosity, what is CDA you all keep talking about? Which map is that? 
RickyT23 
I think it says thats 20% of the time its gonna take, if that makes sense. At this rate it should be out Monday.

Err, I would not like to discourage you, but, as aguirRe's said, vis process is slower and slower during the runtime process (i.e: percent value will not increase faster even if you have vis blockers somewhere...) so, be prepared to wait longer than by next monday...
According to my humble experience, when the percent value reach 50%, generally it cost twice the time already spent.... so you are far away to see a finished fullvis process....

Wait and see: patience is welcome there ;) 
CDA FastVis 
It makes a big difference already in the main room, but if nothing else it makes the end arena a lot better. Otherwise the whole map would be in view while fighting the big beasts.

I just made a quick fastvis and tried running it in Fitz on Hard, there were packet overflow almost immediately and then continuosly even with all the entity saving tricks in the progs.

So I'd say it was well worth it, although it could probably have been made easier with map adjustments. 
Hence The Maybe. 
Im happier with it now though. Atleast I can see whats going on.

I had some stuff - a monument with 3 spheres, a fork-lift truck, some decorative window frames. By turning them into func_walls I dropped the vis leafs from 11000 odd to 8087!
I think that made a big difference.

I tell you though, the sound of the fan over my processor is doing my nut! 
Ricky 
Good that vis works better now.

You can find JPL's CDA review+map here: http://underworld.planetquake.gamespy.com/quakerev051101b.html 
Which Map Is CDA? 
Im curious. JPL made it right? AguirRe has the source (just for his own personal devilment I'm sure).

What exactly is CDA an abreviation of? 
Aahh! 
Castle of the Dark Ages! Looks good. Cant be arsed with fileplanet though! I'll look for it elsewhere... 
Try Quaddicted 
And for reference Google some of the ancient vis explanations on good blocking and how to have big open areas without murdering vis time.

There's a load of material out there, but it'll take some searching. 
Rickyt23 
Visit my website ;) You'll get all my maps then. 
CDA 
Yes, it took exactly 1218 hours = 50 days and 18 hours of full vising...

isn't that the one where you took some buildings and took some trisouped terrain and put them together by carving one out of the other, or was that someone else?

I still get the night sweats about that story. 
Lun 
iirc that was Mike Woodham, who used someone else's map as a carving tool.


*shudder* 
Lunaran. 
 
you know what could have been interesting in that map would be to actually just use a custom quake farclip setting and fog without any vis (or just fast vis).

would that work? 
 
you know what could have been interesting in that map would be to actually just use a custom quake farclip setting and fog without any vis (or just fast vis).

would that work? 
Ah 
god damn. :( 
He He He 
is that my Halloween themed lava in those shots JPL? It's been awhile, I've forgotten about that texture. 
 
Close farclip and fog - like Turok. 
Well 
the reason i ask is because i don't know if quake stops paying attention to objects outside of the farclip or only stops drawing them. you might get packet overflow even if the objects aren't being drawn on screen. 
Necros / HT 
necros: I don't know about farclip / fog use in Quake.. maybe some custom engine is using this feature.

HT: No, all textures are from DKT3, it is not your lava texture for sure ;) 
 
in fitzquake:

fog 0.5 0.326 0.326 0.326
gl_farclip 768


for example. the fog blends almost seemlessly with the void colour. in engines like aguires where you can set the void colour, you could then set whatever fog colour you want to match the void colour. 
Void Color? 
is "r_clearcolor #" in fitzquake, where # corresponds to the palette index 
 
oh can you do it in fitz too? cause aguire's engine doesn't have gl_farclip (i think metl added that himself?)

so you could do exactly what i said in fitzquake then. ^_^ 
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