Ns_blow_b2

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">Update to ns_blow</div> Ok all

NS_Blow has had a small update

The lighting in the cave has been updated, and the count down now works right, the count down trigger is also under the spawn points, so it starts as soon as some one gets onto a team

the zip now has the right folder layout - so stright extraction can be made

download from <a href='http://spns.thehivemind.org/amckern/ns_blow_b2.zip' target='_blank'>http://spns.thehivemind.org/amckern/ns_blow_b2.zip</a>

old screens at <a href='http://spns.thehivemind.org/amckern/ns_blow.html' target='_blank'>http://spns.thehivemind.org/amckern/ns_blow.html</a>

amckern

Comments

  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    Must have taken you ages to do <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> I might put it on my server and try test it, but the bsp size is so damn large.. 1.1megs <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    yeah i duno why its so big

    its got a 20 second vis with full, so the light map must be what is causeing it to jump from the 400 kb, un rad, to the 1.17 megs rad

    i did wad include 1 texture, though that has almost no effect on the final bsp size - strange

    i was also going to wait a few days, before making version 2 plublic, as whats the use of downloading version 1, if version 2 comes out 5 min after???

    amckern
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    wow that's huge. I think fun maps need more detail. I mean sure they are slap up maps just for screwing around in but it'd be nice to get a fun map that actually looks good. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    -btw hi gope its smash
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i try to make details now one of the key things in my maps, and that could be the reason why the bsp is so big, its the deatils that i have made, simple but yet, rather complex

    i am trying to cut down on the bsp size, by making the marine side's tunnel roof, 2 brushes, insted of the 5 that i use at the moment, might help

    amckern
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Cutting down on details won't help the bsp size much. And textures that are -wadinclude are compressed so that they're smaller than in a wad file. You should run opt_plns on your map, it will reduce the size by about 10%. Also, you said most of the size seems to come from the lightmap. What rad settings are you using? You could probably reduce the quality a little to reduce the final bsp size.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    Large info_mapinfos can make a 1,5 mb bsp file 2,5 mb big.
    Wise usage of Null texture on not visible entities saves another 250k.
    optplns reduces maps to up to 60% relative to their complexity.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--Ollj+Jul 18 2003, 10:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jul 18 2003, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> optplns reduces maps to up to 60% relative to their complexity. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It is impossible for opt_plns to reduce the size of any serious map by 60%.

    (By saying serious map, I mean it might be possible to deliberately make a map so contribed that opt_plns could reduce it by 60%)
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    -chop 128

    or even higher, will drop teh size... i think <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Using -chop 128 could, hypothetically, cut the size of your lightmap in half and reduce compile time. Though it wouldn't realistically, and it would be at the cost of zaggy shadows.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    if i make the info_loction out of null, will that work? or is it like useing clip as a funk_illsionary - causeing compile issues???

    (i found out that u can't use clip on a funk_illsionary brush)

    i don't want to reduce my lighting quialty, as some of the map - namely the ramps, comes from lighting, and the awe factor would be less if i did that

    my light setings

    -extra

    23 lights

    3 set at 255 255 255 333

    20 set at 255 255 255 98

    15 brushes with tex lights
    subway_lights 255 255 123 2000

    amckern
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    You should try to make your info_locations as small as possible, try making them thin like 2D horizonally. Using Null on the info_location may drop the planes, though they may be dropped anyway, only a slight decrease in size. (Clip is invisible anyway, why try to make it an entity?) Null can be placed on anything, (except special cases like Origin and Hint), placing Null on any surfaces the players will never see will reduce file size. I'm not sure if -extra 's oversampling increases the size of the final map, though I don't think it does. Try setting -texchop to 64 in addition to your current settings. That should reduce the size with the least drop in light quality. Because of -extra it should hardly be noticable. I'm not sure how much the size reduction will be or the affect of quality for your specific map, but you should give it a try and see what you think.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    thanks

    though if people want to play the map, then its quicker to dl out side of the server

    amckern
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