LMAO.. only 128 antiportals (at least numbered through search). Any way of easily dumping all of them?
I can't find that setting you are talking about. I will get it from you later.
ONS-Mothership
If that map was 128 anti-portals, then I would start removing ones that cull small numbers of poly's.
E-alpha:Remember that any part of a static mesh that lies outside of the area you view when looking behind an anti-portal will still be rendered. If its a large mesh, then it probably will always be rendered.
I gotta look at that map myself when I get home. I can't believe there are now 2 maps with that many anti-portals in them. I've never seen a map use that many...ever...and yes, you would have to remove them 1 by 1.
E-alpha:Remember that any part of a static mesh that lies outside of the area you view when looking behind an anti-portal will still be rendered. If its a large mesh, then it probably will always be rendered.
I gotta look at that map myself when I get home. I can't believe there are now 2 maps with that many anti-portals in them. I've never seen a map use that many...ever...and yes, you would have to remove them 1 by 1.
Wow, the mother of all maps to work on in the list!
I don't get very good FPS, between 50-60's. really bad for me.
If you read what I wrote to hornet about spiffengrad, some of the same things apply here too. I would shut off collision on the items under the glass in the cores for one thing.
Definately remove the automated weapons from the cores also.
The volumes are too large and can be make alot shorter. I would also make the 4 outer walls blocking the player from the edge of the map thinner. There is no need for them to be that thick, if its an inch or 100 feet thick, they still do the same function, except the 100ft thick blocking volume will take more calculations because of the amount of volume it takes up. (Why did the mapper do that? Why? it serves absolutely no purpose.)
Here is the location to find that graphics setting, click on view level properties then click on level info and you will see MeshLODDetail, its currently set to ultra, change it to high or medium and see what happens.
Another thing you can do is to paint some of the outer area of the terrain and make them invisible. You'll have to experiment to see how much you can see at the outer edges and paint the rest in a clear color.
I need to spend some more time looking at this map, and will post more. I would remove alot of the anti-portals for now. especially any that are placed in a wall on that map. Later on we can add some in key locations as needed.
If you don't want to do these things and only want to work on the nodes/etc, I can work on optimizing it and sending you the map.
I don't get very good FPS, between 50-60's. really bad for me.
If you read what I wrote to hornet about spiffengrad, some of the same things apply here too. I would shut off collision on the items under the glass in the cores for one thing.
Definately remove the automated weapons from the cores also.
The volumes are too large and can be make alot shorter. I would also make the 4 outer walls blocking the player from the edge of the map thinner. There is no need for them to be that thick, if its an inch or 100 feet thick, they still do the same function, except the 100ft thick blocking volume will take more calculations because of the amount of volume it takes up. (Why did the mapper do that? Why? it serves absolutely no purpose.)
Here is the location to find that graphics setting, click on view level properties then click on level info and you will see MeshLODDetail, its currently set to ultra, change it to high or medium and see what happens.
Another thing you can do is to paint some of the outer area of the terrain and make them invisible. You'll have to experiment to see how much you can see at the outer edges and paint the rest in a clear color.
I need to spend some more time looking at this map, and will post more. I would remove alot of the anti-portals for now. especially any that are placed in a wall on that map. Later on we can add some in key locations as needed.
If you don't want to do these things and only want to work on the nodes/etc, I can work on optimizing it and sending you the map.
Yeah, it is one hell of a map. It is too nice not to be attempted to save. But, I really don't know how the gameplay is going to be.
I finally just the anitportals eliminated. The map takes about 20 mins to recompile on my box. So, we will see if that changes anything.
There are also quite a few projectors from what I can tell. How much impact do you think that those have?
I finally just the anitportals eliminated. The map takes about 20 mins to recompile on my box. So, we will see if that changes anything.
There are also quite a few projectors from what I can tell. How much impact do you think that those have?
Well, after just deleting the antiportals, I think I have gained about 10fps around most of the map.
The base still needs a lot of work. I will probably do that a bit later.
I still cannot believe there were that many antiportals...
But, for the most part, there were very few spots that dropped my fps below 30...
The base still needs a lot of work. I will probably do that a bit later.
I still cannot believe there were that many antiportals...
But, for the most part, there were very few spots that dropped my fps below 30...
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- DW Clan Member
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None if you turn projectors off. Since this is a configurable option I wouldn't mess with it.zeus wrote:Yeah, it is one hell of a map. It is too nice not to be attempted to save. But, I really don't know how the gameplay is going to be.
I finally just the anitportals eliminated. The map takes about 20 mins to recompile on my box. So, we will see if that changes anything.
There are also quite a few projectors from what I can tell. How much impact do you think that those have?
FYI, it was already set to medium.DW_Wraith wrote: Here is the location to find that graphics setting, click on view level properties then click on level info and you will see MeshLODDetail, its currently set to ultra, change it to high or medium and see what happens.
Ok Wraith,
Here is a problem for you.
So, I noticed an "anomoly" in one of the bases. Thinking I deleted something bad I went back to the original map to make sure it was ok. Sure enough, everything looked fine.
So, I saved the original map under a new name and rebuilt. I made 0 changes. The anomoly is still there.
Essentially, the blue base has some extra pipes and glass. When I rebuild the map without making any changes, one of the glass pieces starts to act all funny. It starts reflecting the sky and showing one of the pieces of pipe.
Here is what it looks like:
Here is what a working one looks like:
Any ideas?
Here is a problem for you.
So, I noticed an "anomoly" in one of the bases. Thinking I deleted something bad I went back to the original map to make sure it was ok. Sure enough, everything looked fine.
So, I saved the original map under a new name and rebuilt. I made 0 changes. The anomoly is still there.
Essentially, the blue base has some extra pipes and glass. When I rebuild the map without making any changes, one of the glass pieces starts to act all funny. It starts reflecting the sky and showing one of the pieces of pipe.
Here is what it looks like:

Here is what a working one looks like:

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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
Looks like a BSP error to me. You're not seeing the sky reflected, you're seeing right through the ground. In order to get rid of BSP errors you basically need to fiddle with the BSP brushes until it goes away.