Reducing R_speeds

UraniumUranium Join Date: 2002-11-10 Member: 8105Members
<div class="IPBDescription">Another help post</div> Well I probably should have made one big error post instead of, i think now 3, posts about different errors. Oh well...

Anyway here are some images, and this isnt really an error more of a problem.

<img src='http://www.webersoft.net/zyn/yuck1.jpg' border='0' alt='user posted image'>
<img src='http://www.webersoft.net/zyn/yuck2.jpg' border='0' alt='user posted image'>
<img src='http://www.webersoft.net/zyn/yuck3.jpg' border='0' alt='user posted image'>

As you see my r_speeds are rediculously high. I dont know why the rooms im in are VERY simple just basic blocks maybe some slanted brush nothing special. I dont understand whats causing this massive rspeed increase. Is it possible that the game is rendering other parts of the map that I cant see? If it is, how can i fix this/stop it?

Comments

  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    edited October 2003
    <!--QuoteBegin--Zazi+Oct 6 2003, 01:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zazi @ Oct 6 2003, 01:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Run vising. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What he said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->



    Should be about 50 for those rooms, really, not in the thousands
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Maybe you tried to run a full compile but there was a leak and VIS wouldn't run(a leak is a hole into the void outside your map)? Check the compile logs if this might be the case.

    gl_wireframe 2 is indespensible. It lets you see what the engine thinks you can see.(type in console in-game)

    VIS essentially caches which 'areas' you can see from each 'area'. So it can skip 95% of the map by just checking where you are in the map. Without running VIS it thinks you can see everythin in the map simoultaneously, this is obviously bad.

    Scaling up textures may drastically improve r_speeds if nothing else helps(a w_poly can be 240x240 units max in 1:1 scale and proportianally larger in larger scales up to a certain limit). Avoid complex odd angles world brushes touching each other like the plague(16 sided pipes touching a big wall for example, 16 sided pipes might be best avoided to begin with though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), don't carve stuff with complex objects.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    I bet your skybox is a big box surrounding your map? In this case the leak in the first pic causes you
    to see whole map and thus rises your r_speeds.
    Remove the skybox, find the leaks with pointfiles or other methods, and then run VIS with -full switch
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    uffo, c'mon this is really an insult. Noone today still builds one big skybox around the level. Especially when there are no windows in the map. lol <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited October 2003
    There are <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    This guy have gone through every error so far, so why not helluva big skybox?
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    As others have said, you most likely have a leak which is causing VIS to not run. That would also explain why the map is fullbright, unless you only ran a test compile that left out RAD.

    When weird crap happens, check the log <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    well vis wasnt running, i didnt notice I had a leak! I got really **** cause i didnt want to go remake the damn thing.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Don't fear, you never HAVE to redo the whole thing. There is always a solution that only needs few little changes. Should you ever redo a map it is not because of errors, it is because the whole damn thing just does not look as expected and you decide to make another map from scratch.
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