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Yes
#8003 posted by Spirit on 2008/11/20 10:42:08
#8004 posted by Trinca on 2008/11/20 11:00:13
One small question guys.
"18 entities inhibited" is this lights in walls?
#8005 posted by JneeraZ on 2008/11/20 11:36:04
MadFox
Try to keep the bounding boxes of the terrain triangle polys to 16 unit boundaries. The lightmaps, I believe, are at a 16:1 resolution so if you deviate from that you could end up with weird black splotches.
#8006 posted by Trinca on 2008/11/20 12:27:17
ops, guess i got it! is the skills settings :|
Let's Do Some VIS Benchmarking.
#8007 posted by Spirit on 2008/11/20 17:49:05
BSP and Light are the quick tools where VIS can take a "while" to complete. I am kinda interested how the VIS speed differs on different machines, so I prepared some stuff:
http://www.quaddicted.com/stuff/bench_koohoo.bsp
http://www.quaddicted.com/stuff/bench_koohoo.prt
Put these two into the same directory and run vis bench_koohoo. Then post the time it took here, including your machine's specs (CPU and RAM would be the interesting bits I guess). If you are not using aguirRe's latest Vis ( http://user.tninet.se/~xir870k/ ) please also mention that (and make sure to use level 4).
It should take about 20-30 minutes, probably much less. Try not to do anything else during that time on your PC. Just browsing around on the internet added 10% to my vis time.
Thanks to Vondur for his steamy swampy map.
My results:
Pentium-M 1.2GHz, 2GB Ram (400MHz I think), Debian Lenny.
Through Wine: 18:32
gb's port: 18:02
Pentium III-M(?) 1GHz, 256MB Ram, Windows XP
Vis: 25:49
Don't forget to use the original .bsp file if you are doing several runs (which might be a good idea).
I'm Really Interested To Hear What Willems Multi Core
#8008 posted by RickyT33 on 2008/11/20 17:55:39
vis tool does with this....
Ill post some results in a while...
#8009 posted by JneeraZ on 2008/11/20 18:07:14
I won't be able to try until the morning at the earliest. I'll try to remember though.
#8010 posted by RickyT33 on 2008/11/20 19:05:52
OK - heres my effort - XP32 C2D 6750 @ 2.66 GHz (2 cores in processor, but I guess it only used one...?)
Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.
C:\Documents and Settings\Rick>cd c:\quake\id1\maps
C:\Quake\Id1\maps>vis bench_koohoo
---- Vis 2.31 ---- Modified by Bengt Jardrup
File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4
Base: 0.0%, Elapsed: 0:00
Base: 100.0%, Elapsed: 0:05
Full: 0.0%, Elapsed: 0:00
Full: 30.4%, Elapsed: 0:10
Full: 35.7%, Elapsed: 0:20, Left: 2:04, Total: 2:24, 13%
Full: 38.1%, Elapsed: 0:30, Left: 2:41, Total: 3:11, 15%
Full: 41.4%, Elapsed: 0:40, Left: 3:23, Total: 4:03, 16%
Full: 43.5%, Elapsed: 0:50, Left: 3:36, Total: 4:26, 18%
Full: 45.2%, Elapsed: 1:00, Left: 3:54, Total: 4:54, 20%
Full: 47.0%, Elapsed: 1:10, Left: 4:48, Total: 5:58, 19%
Full: 48.7%, Elapsed: 1:20, Left: 4:59, Total: 6:19, 21%
Full: 50.8%, Elapsed: 1:30, Left: 4:21, Total: 5:51, 25%
Full: 52.9%, Elapsed: 1:40, Left: 3:56, Total: 5:36, 29%
Full: 53.9%, Elapsed: 1:51, Left: 4:39, Total: 6:30, 28%
Full: 55.1%, Elapsed: 2:01, Left: 5:28, Total: 7:29, 27%
Full: 56.5%, Elapsed: 2:11, Left: 6:21, Total: 8:32, 25%
Full: 58.1%, Elapsed: 2:21, Left: 4:56, Total: 7:17, 32%
Full: 59.1%, Elapsed: 2:32, Left: 5:22, Total: 7:54, 32%
Full: 60.2%, Elapsed: 2:42, Left: 5:36, Total: 8:18, 32%
Full: 61.2%, Elapsed: 2:56, Left: 7:15, Total: 10:11, 28%
Full: 62.6%, Elapsed: 3:06, Left: 5:49, Total: 8:55, 34%
Full: 63.8%, Elapsed: 3:16, Left: 5:30, Total: 8:46, 37%
Full: 64.8%, Elapsed: 3:26, Left: 4:49, Total: 8:15, 41%
Full: 66.4%, Elapsed: 3:36, Left: 4:24, Total: 8:00, 45%
Full: 67.4%, Elapsed: 3:46, Left: 4:36, Total: 8:22, 44%
Full: 68.4%, Elapsed: 3:57, Left: 4:37, Total: 8:34, 46%
Full: 69.7%, Elapsed: 4:07, Left: 4:50, Total: 8:57, 45%
Full: 71.2%, Elapsed: 4:17, Left: 3:55, Total: 8:12, 52%
Full: 72.2%, Elapsed: 4:27, Left: 3:41, Total: 8:08, 54%
Full: 73.7%, Elapsed: 4:37, Left: 3:17, Total: 7:54, 58%
Full: 75.0%, Elapsed: 4:47, Left: 3:21, Total: 8:08, 58%
Full: 76.5%, Elapsed: 4:57, Left: 2:43, Total: 7:40, 64%
Full: 77.7%, Elapsed: 5:07, Left: 2:47, Total: 7:54, 64%
Full: 79.3%, Elapsed: 5:18, Left: 2:23, Total: 7:41, 68%
Full: 80.7%, Elapsed: 5:28, Left: 2:18, Total: 7:46, 70%
Full: 83.0%, Elapsed: 5:38, Left: 1:37, Total: 7:15, 77%
Full: 84.7%, Elapsed: 5:48, Left: 1:25, Total: 7:13, 80%
Full: 86.0%, Elapsed: 5:58, Left: 1:18, Total: 7:16, 82%
Full: 87.1%, Elapsed: 6:08, Left: 1:32, Total: 7:40, 79%
Full: 89.3%, Elapsed: 6:18, Left: 1:09, Total: 7:27, 84%
Full: 91.2%, Elapsed: 6:28, Left: 0:51, Total: 7:19, 88%
Full: 93.1%, Elapsed: 6:38, Left: 0:34, Total: 7:12, 92%
Full: 94.5%, Elapsed: 6:48, Left: 0:31, Total: 7:19, 92%
Full: 95.6%, Elapsed: 6:58, Left: 0:29, Total: 7:27, 93%
Full: 96.9%, Elapsed: 7:08, Left: 0:25, Total: 7:33, 94%
Full: 97.9%, Elapsed: 7:18, Left: 0:18, Total: 7:36, 96%
Full: 99.5%, Elapsed: 7:28, Left: 0:03, Total: 7:31, 99%
Full: 100.0%, Elapsed: 7:31, Left: 0:00, Total: 7:31, 100%
average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb
Elapsed time : 7:38
C:\Quake\Id1\maps>
#8011 posted by negke on 2008/11/20 19:18:43
Could you please post it again with -verbose
Ha Ha Funny Bastard
#8012 posted by RickyT33 on 2008/11/20 19:24:30
#8013 posted by JneeraZ on 2008/11/21 01:57:28
My Macbook Pro is reporting 8:25. It's a dual core 2.33 GHz with 2GB RAM. Kind of an older machine.
Trinca
#8014 posted by Lardarse on 2008/11/21 06:41:42
Yeah, it's skill settings and the NOT_DM spawnflag (2048)
Left 4 Dead Mapping
#8015 posted by thanatwork on 2008/11/21 08:36:36
Since this game is fun to play and looks like it will be a lot of fun to map for, I was thinking of getting started sometime soon. Does anyone have any info about how to map for it? Since it just came out there doesn't seem to be a lot of info right now. Has anyone got the SDK to work with L4D assets yet? Anyone else thinking of making a map?
#8016 posted by Trinca on 2008/11/21 15:46:24
Spirit
Xp SP2 P4 2.8 512 RAM
---- Vis 2.30 ---- Modified by Bengt Jardrup
File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4
average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb
Elapsed time : 14:02
State time : 0:01
Heh, Your Times Are Mean Compared To Mine
#8017 posted by Spirit on 2008/11/21 18:55:45
I was so annoyed by searching "that file" so often that I just created http://www.quaddicted.com/tools/
Suggestions and links to more tools are very welcome.
(And now I just realised I should make the wads integrated like that too.)
Oops
#8018 posted by Spirit on 2008/11/21 19:04:45
I am still uploading tools...
Spirit
#8019 posted by JPL on 2008/11/21 21:04:52
Nemesis' terrain generator
GenSurf
PAK Explorer
TexMex
WinPack
Koohoo - Vistest
#8020 posted by madfox on 2008/11/21 23:26:27
---- Vis 2.30 ---- Modified by Bengt Jardrup
File: ./maps/bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4
average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb
Elapsed time : 11:07
State time : 0:01
P4 3.4 Ghz - WinXp - 1024 RAM
Bench_Koohoo Vis
#8021 posted by Orl on 2008/11/22 00:22:43
---- Vis 2.31 ---- Modified by Bengt Jardrup
File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4
average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb
Elapsed time : 13:29
State time : 0:01
Pentium 4 3.0 Ghz HT, 2.5 Gigs of RAM, Windows Vista Home Premium.
Trains
#8022 posted by Drew on 2008/11/22 06:27:09
Hey, I've pretty much never used trains. Or at least, very little, and not for a long time. I want to have a train start at a point, then, when triggered by a trigger_multiple, go on a path, and then return to its original point until triggered once more. How should I set that up? I'm sure it's simple enough but it doesn't seem to work as planned.
Bench_koohoo - Vis Test
#8023 posted by spy on 2008/11/22 06:56:20
---- Vis 2.31 ---- Modified by Bengt Jardrup
File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4
average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb
Elapsed time : 14:57
State time : 0:01
P4 2.4, 768mb ram, xp sp2
JPL
#8024 posted by Spirit on 2008/11/22 10:15:07
Cheers!
Can't find or download GenSurf and WinPack. Do you have working links? GenSurf is hosted at stupid atomicgamer and the links are dead.
Spirit
#8025 posted by JPL on 2008/11/22 11:05:40
I will send you the files through email: both do not need installers ;)
If I remeber well, WinPack allow to dive into Packs, but not to create them (not like PakExplorer...).. and GenSurf is weird to use.. I never used it for my maps, just for tests, and I personnaly prefer Nemesis' tool...
Drew
#8026 posted by Preach on 2008/11/22 16:07:54
Such a setup is not actually possible in standard quake, at least not allowing the sequence to be retriggered an indefinite number of times. You would have to use a custom mod like hipnotic or custents or quoth to do so.
Train Line
#8027 posted by Preach on 2008/11/22 16:31:34
On a related note, I've got a question about func_rotate_train from the hipnotic source code....yeah, that monster.
Normally to make a func_rotate_train rotate to a specific angle on arrival at a point, you would set the second spawnflag on the destination path_rotate, and then set "angles" on that entity to the desired angle.
However, suppose you want the func_rotate_train to "rotate in place", that is reach a path_rotate, then rotate without also moving anywhere, before moving to another waypoint once the rotation completes.
You hit a problem: to do this you have to put the second waypoint(the one containing the rotation instruction) in the same location as first one. The result of this (which I can understand after reading the code) is that the train doesn't stay still to complete the rotation, it in fact completes the rotation as it travels to the third waypoint.
So my question: is there another way of setting up the path_rotates to facilitate this kind of motion(func_train_rotating a fixed arc at a waypoint without moving otherwise)? Or is it an oversight in the code which deserves fixing? A few "Preach, I have no bleeding idea" replies would assure me it's the latter. Alternatively, convince me that even if there is another way of doing it, the fact that the setup I describe does not work is a bug to be fixed.
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