RickyT23
#6548 posted by JPL on 2007/10/12 16:27:11
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
#6549 posted by aguirRe on 2007/10/12 16:27:53
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.
#6550 posted by RickyT33 on 2007/10/12 16:31:38
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
#6551 posted by aguirRe on 2007/10/12 16:34:45
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?
#6552 posted by RickyT33 on 2007/10/12 16:34:59
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!
#6553 posted by RickyT33 on 2007/10/12 16:40:08
Castle of the Dark Ages! Looks good. Cant be arsed with fileplanet though! I'll look for it elsewhere...
Try Quaddicted
#6554 posted by ijed on 2007/10/12 17:59:07
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
#6555 posted by JPL on 2007/10/12 18:02:24
Visit my website ;) You'll get all my maps then.
CDA
#6556 posted by Lunaran on 2007/10/14 17:59:44
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
#6557 posted by Kell on 2007/10/14 18:37:53
iirc that was Mike Woodham, who used someone else's map as a carving tool.
*shudder*
Lunaran.
#6558 posted by JPL on 2007/10/14 19:04:24
#6559 posted by necros on 2007/10/14 20:26:10
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?
#6560 posted by necros on 2007/10/14 20:26:11
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
#6561 posted by necros on 2007/10/14 20:26:21
god damn. :(
He He He
#6562 posted by HeadThump on 2007/10/14 20:29:27
is that my Halloween themed lava in those shots JPL? It's been awhile, I've forgotten about that texture.
#6563 posted by ijed on 2007/10/14 20:36:47
Close farclip and fog - like Turok.
Well
#6564 posted by necros on 2007/10/14 20:39:25
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
#6565 posted by JPL on 2007/10/14 20:53:01
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 ;)
#6566 posted by necros on 2007/10/14 22:30:54
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?
#6567 posted by Kell on 2007/10/15 00:05:10
is "r_clearcolor #" in fitzquake, where # corresponds to the palette index
#6568 posted by necros on 2007/10/15 01:07:01
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. ^_^
Farclip
#6569 posted by metlslime on 2007/10/15 01:37:41
Note: fitzquake doesn't use the farclip plane to do any visibility culling, so you probably won't get much of a speedup from it. Unless the video card itself discards the polygons more quickly, in which case you might get a speedup on the hardware side.
#6570 posted by necros on 2007/10/15 07:20:41
aww, oh well. :)
Sky Values
#6571 posted by drew on 2007/10/16 03:09:49
what is a good (yaw pitch roll) value for skylight?
Drew
#6572 posted by JPL on 2007/10/16 08:07:25
Depends on skybox's sun position, but generally yaw is an angle in 0-360 degree range, pitch is a negative value in -90 0 range and roll is null
Just test it, as example by default I use 45, -45, 0 is make the sun rising at 45 degrees on xy plan, with a incidence angle of 45 degree... It can be tuned if you want more/less shadows, more/less angles, etc...
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