Large Open Areas Causing Lag Lag Lag

eedioteediot Join Date: 2003-02-24 Member: 13903Members
edited December 2003 in Mapping Forum
<div class="IPBDescription">Not NS, but still a mapping issue...</div> Okay, here are the details:

Map size: <img src='http://www.tomopdam.com/sofar.jpg' border='0' alt='user posted image'>[see image. the green things are info_player_start and info_player_deathmatch entities, so that should give you some idea]
Map type: A part of my school, but with a few semi-significant changes to make it work as a map.
Map game: Counterstrike [hush, you]
Problem: There are issues with [in-game] lag. This has a large open space, and there's no way I can think of, without changing a huge part of the school, to make it less laggy. I am an amatuer mapper, and I don't know what causes lag, but I assume it is the large open space. Is it something else? And could I minimise some lag by obstructing the large views somewhat by putting more buildings in the way, and making it more tightly-packed, so there is just not some monstrous large empty space. I do not entirely believe it is this, because you can have maps like awp_map and that isn't too bad. I am thinking that there is some problem with my map that, being a newbie, I am not aware about.

I understand that this is not NS mapping, but the problem still applies.... Thanks and don't delete this because I haven't got it copied + pasted so I can ask on other forums <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Edit: Also, I had problems with the sizes, so I can probably reduce the the sizes of those three big buildings by 1/3 [not the smaller, more detailed one though. that is optimal size] and that will save some space....?

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Scale up your textures.
    Scale down those brushes you could.
    Make sure your map doesn't leak or is enclosed in a huge hollowed skybox (in this case you'll probably need something fairly similar though).
    Run vis without the "-fast" flag.
    Try to obscure the vision at the large sections. In console, use gl_wireframe 2 to test this, coupled with r_speeds 1. If you think vision should be obscured, but after a full vis compile it still shows up in gl_wireframe 2, you could try placing HINT brushes, but that is a bit tricky to get right.

    And copy your post to a text file on your desktop <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    <!--QuoteBegin--Wolv+Dec 2 2003, 03:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Dec 2 2003, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Scale up your textures.
    Scale down those brushes you could.
    Make sure your map doesn't leak or is enclosed in a huge hollowed skybox (in this case you'll probably need something fairly similar though).
    Run vis without the "-fast" flag.
    Try to obscure the vision at the large sections. In console, use gl_wireframe 2 to test this, coupled with r_speeds 1. If you think vision should be obscured, but after a full vis compile it still shows up in gl_wireframe 2, you could try placing HINT brushes, but that is a bit tricky to get right.

    And copy your post to a text file on your desktop <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As I've said before, I'm a newbie mapper...

    Scale up your textures. <-- What does this mean?
    Scale down those brushes you could. <-- Ditto

    Run vis without the "-fast" flag. <-- Will do.

    Try to obscure the vision at the large sections. <-- gotcha. Thats what i was saying, but i couldnt think of a way to do it.
    In console, use gl_wireframe 2 to test this, coupled with r_speeds 1. <-- what???
    If you think vision should be obscured, but after a full vis compile it still shows up in gl_wireframe 2, you could try placing HINT brushes, but that is a bit tricky to get right. <-- ??

    And copy your post to a text file on your desktop <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <-- <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Too lazy, and i dont think this will get deleted hehe
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited December 2003
    when you go into the game, make sure the console is activated. then in the console type:
    gl_wireframe 2;r_speeds 1;developer 1;sv_cheats 1
    the wireframe gives you a wireview of what the engine is currently rendering, which is sometimes alot more then you can actually see. Placing more things in the way will reduce how much is rendered (in some cases), these are refered to as 'vis blockers' (i.e the block the visable bits, and it ties in with the vis compile section).
    You can use hint brushes, i dont have a link on me, but do a quick search of this forum and im sure you'll turn up a billion links somewhere.
    Just remember, gl_wireframe is a very usefull tool, use it wisely. If you need anymore help, send me a pm or email me, or wait about 20sec and im sure someone else will reply.

    Keep mapping!

    edit: Doh, i forgot about the scaling! Scaling the textures means in worldcraft (i'm going to assume you use this) you change the size of the texture by going to the texture properties (i think its called that) and increasing the scale, from 1.00 to something like 1.50 or 2.00, maybe more. This will reduce the amount of lag as less textures need to be rendered. So if they scale by 2.00, thats 1 texture instead of 4 (ok, not textures, but you know what i mean, the amount of times one texture is redrawn)
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    Thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I will try that tomorrow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited December 2003
    as a general rule of thumb, the HL engine was created for small internal areas. It doesn't handle large indoor rooms or wide open space very well at all. In paticular, it's quite impossible to make convincing forests in the HL engine.

    Keep that in mind while mapping.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    at least there is an "newbie forum" just on top of the standart mapping forum. ask this questions there. thats what the newb forum is for...
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