Spiffingrad

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
DW_ToxicWaste
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I told you wraith is a fricken genius or something.
DW_Hornet
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Well the map author placed anti portals everywhere. Every one of those railroad cars had 1, alot of the ruins had them embedded inside, the walls around the core too. The fps improvemnt is obvious. Antiportals will block a mesh as long as its entirely blocked. I dont think that any of the portals were place correctly, unless you were standing with your nose at it, you were still rendering anything the fog wasnt cutting off.

The 143 number was from loading the map into UED and using the search for actors dialouge, and it numerates 143 of them.

Ok, So if this isnt the problem, than whats cuaseing the issue?
DW_Wraith
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Ok, So if this isnt the problem, than whats cuaseing the issue?
What problem are you talking about Hornet? Yes, remove the Antiportals and place a few in key areas that really slow down the fps. I'll take a peek at the map and try to give you some tips to make it run better if I see some later tonight.

(Geez, now I've halved my guildwars time in half....lol)
DW_Hornet
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The hall of mirrors effect.
DW_Wraith
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Joined: Sun Jan 08, 2006 12:00 am

I'm looking at the spiffengradSE-TSE map, and yes, there are too many anti-portals, remove all the smallers one, as they don't help out a bit.

I can see from the side view that the blocking volumes are waayyyy taller than what they need to be. Replace them or shorten them to only the length needed. They are so huge heightwise that, yes, making them shorter should help (at least server-side) in making the map play smoother. Blocking volumes generally dont add much overhead to the map, but I wasn't talking about massive monster sized ones that are in the map.

I saw some telephone poles and theres probably a few other items behind the blocking volume on the outskirts of the city, where you can shut off collision on those items. Look around, look at the properties of each static mesh.

Some of the railroad tracks go outside the ends of the map, delete them, and check and see how far out you can see, and remove any track that you will never see that go out to the end of the horizon.

Again, carefully check every item that lies ouside the walls of the map where no player will ever go because of the invisible blocking wall and shut of the collision for those items. I saw a burned out tank with collisionon and its impossible to get to, so no collision is needed.

Another thing to consider is that there are alot of objects that "disappear" when you are X amount of feet away from it. Some of the objects are not high poly objects and the amount of cpu time spent to know whether to render or not render an object takes more time than to just render it all the time.

Consider moving the fence a few feet into the area where the blocking volume is and save some cpu collision time by shutting off collision on those fence parts of the fence in the blocking volume since it is so close to it.

This should keep ya busy for awhile...

One last thing, and this applies to all mappers, save often by using save as, and have some type of scheme so you can revert back without too much trouble if you find some optimization/change etc doesn't work. When I am done with a map, I usually have from 20-50 different revisions, and i label them something like map1a.ut2, map1b.ut2, map1c.ut2 for small revisions and perhaps map2a, map3a for major revision on a type of optimization. Anyhow, save yourself time by having some method to back up to a previous point, it saved my butt several times...also, certain changes require you to rebuild the entire map to see the change happen correctly, keep it in mind, and always do a build all as the very last step before uploading it to a server.
DW_Wraith
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hall of mirrors happens when a character is able to enter the space where an anti-portal exists. All anti-portals must be placed under terrain or inside of bsp/static meshes, as long as a character or vehicle can't enter any part of the anti-portal, then you will not see the hall of mirrors effect.
DW_Hornet
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i love horsies.
Last edited by DW_Hornet on Tue Oct 03, 2006 7:25 pm, edited 1 time in total.
DW_Hornet
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erm yes, but with every last antiportal removed im still getting it.

The blocking volume goes to the ceiling of the map. If i modify the ceiling hieght will the engine turnicate the volume. In pure height it is probally 7-8 the height of the tallest building and with no air vehicles its obvious that its way too high.
DW_Wraith
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if your talking about the 8 sided volumes, they are there to help occlude object that are on your sides and back and you can see how well they can smooth a map out but you cant see whats happening by using rmode 1 or anything like that. Those 8 sided volumes do not block and they only need to be about the height of the character and a half or 2 characters high. These can slow a map down if they are made too tall or too big also.

If you look at Torlan, you will see the amount of height they should be at.
DW_Wraith
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I removed the 2 antiportal in the building next to the turret, and the hall of mirrors is gone. Where are you seeing it at?
Nothing else, send me the map, and we'll go on vent and work on it.
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