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2007 Sep 12 01:06:43
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http://www.cartoonland.de/archiv/karate-girl/

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vctf-ClockTowers

Started by shinobi, 2007-03-21 09:36:58

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Jonny

OK im having some framerate issues especially in the corners of the map, the problems is the map is pretty much one large, open space and the two towers are always in view. I don't know how to solve this problem as i dont know too much about optimisation yet. I've deleted some terrain layers, taken afew meshes back out, increased the size of the middle antiportal, but the framerates still swings around. Can anyone help me out with this?

The only thing i can think of atm is to make the middle hill higher (and thus the antiportal inside it) but im not sure if shinobi would want this/ how it would affect the map etc.

shinobi

#16
How about we try playing the map like u got it now b4. So we c how it works and c then if it needs more optimizing. But the idea with making the middle hill higher is also good. I think distance fog , antiportals and static mesh cull distance is the only way to optimize an outdoor map . O ok and cutting not seeing terrain off (dont know how to do that btW). But too much distance Fog wouldnt b good cause u cant use the sniper top place then.  :) ;) ??? I mean alot of other maps dont run that good on my pc and i dont think that 1 will make much driffence from the fps to other maps. It always belongs to the pc u got. Maddog also runs not like it should on my pc but i can play it and its fun for me :D I think n outdoor map will never get the fps of a zoned indoor map.

Jonny

yeah iv been trying all the optimisation stuff i know, but im working on making the middle hill bigger atm, then i will host it so we can all try it. As for the terrain visibility thing, go onto the terrain layers window and select visibility on the list. Then you can use the brush to right click make terrain invisible and left click make it visible again. This is good for areas like under the clock towers where the terrain will never be seen, and under large rocks etc. I also noticed in your maps you place pathnodes at weapon lockers and sometimes pickups, you don't need to do this as every weapon locker, pickup, vial, etc acts as their own pathnode. Anyhow ill keep trying at it and host a beta soon. (also i somehow got the bots to use the vehicles)

shinobi

:) sounds easy with the terrain visibility thx. Also good that the bots work so ppl can play that map at the night with only a few ppl, its small and runs then also better from fps. Maddog should b from its name also a 2v2 map i guess. But ok if its on the server it should run good for 18 ppl 2.

Molgan[ApA]

Another thing to try for optimization is editing the colission on static meshes (if u havent already). Turn off colission on all meshes players can't reach. For meshes that need colission; if possible turn it off completely and replace it with a blocking volume. There are more tweaks but this is often enough to minimize the lag a bit especially online. Also try to reuse textures so that the list of textures "in use" is as short as possible.
I killed Santa

shinobi

Thx also a good point.  ;)

shinobi

m jonny u still working on the map?   ^-^ ???

Jonny

sorry mate ill send it to you today - its not quite how i want it but i don't have time to work anymroe on it. Maby molgan could help you with the framerates i dunno, needs more antiportals maby. Ill host it on my site 2day, check out my sig in a while.

shinobi



shinobi

Jonny dont remove the downloadlink. I just played the map like it is now and it runs much better from fps then b4. U did a real good job also from the look. I think the map is great like it is now and it will run better then most outdoor maps that already on the server (from fps). Annihilator can u upload the beta1 to the server? Hope jonny agrees 2.   :) ;) ???

Jonny

Yeah i guess i mean it's your map. It's just i was in the middle of working on it but i guess it doesnt matter too much. The black areas of terrain just need some snow texture applied to them, and there are afew more tweaks i wanna do but i guess that can come in a beta2. Glad u like the aesthetic tweaks  ;).

Hurrah

Awsum all that editors! KING, Jonny, Plugh, Molgan... keep on the good work.

Uffish

Yeah, this burst of artistic collaboration is teh cool.

[king]hipy

hi maby can there be add lifts and maby you can put a demer inside the tower ( ore  some secret ways under the level etc ? ) im nog good in map edting but maby is?