Field HQ Beta 3 Public Release


(Flippy) #21

If you look at your map with r_showtris 2 you can clearly see it’s drawing way too much… i think you can see through your hallways… maybe not physicly, but the game can…

Some screens:

Same area, with r_showtris 2:

Somewhere you can see a room:

Same area with r_showtris 2:


(DerSaidin) #22

^^^^

Exactly.

Yes, I only got about 130 at some points. Thats terrible compared to what I should be getting.


(Flippy) #23

Im not an expert in VIS things… (nor am i an expert in anything about mapping :P) But i have experienced that it’s not true to say “I can’t see room Y standing outside of room X, so if i stand outside of room X, room Y is not drawn…”

the fact is that maybe YOU cannot see room Y from where your standing, but room X CAN see room Y…

I think, if you can draw a straight “line of sight” from room X to room Y without hitting any structural brushes, room X can see room Y , and thus if you can see room X, the game also draws room Y, because you can potentially see room Y, even if you can’t see it from where your standing at that time…

But yeah… probably you know all this :stuck_out_tongue:
Or maybe you just forgot to do a VIS compile ^^

Some pics to illustrate this, even if you do know it… cuold be handy for others :stuck_out_tongue:

Pic1:
Standing outside, looking into a room.
From where im standing (floating, spectator :P) you cannot see any other ‘outside areas’ then the one im in…:

But what happens if i physically go inside the room i was just looking at:
You CAN see another ‘outside area’.

Because the room im in can ‘see’ this area, you could also potentially see it when you see this room, so the game draws the other ‘outside area’, while this is not really necessary (since there is no way for you to see this other outside area without actually getting in the room)

You should try to use HINT brushes, or design your hallways so that one outside area can never see another outside area… (shape them like a Z for example)

EDIT:
Completely offtopic, but i just noticed this while looking at my screenshots…
Why is my game blurring all textures that are a fixed distance away from me? :S
Look at the first screenshot, left side of the bunker im looking at…
If i move away slightly, even more of it is blurred… if i move closer it dissapears (the blurring, not the texture :P)


(d3coy) #24

let me thank you guys first for teaching me something new.

Ive never use r_showtris as I didnt know it existed.

here is a shot after working some hint brushes into the map (same area you posted)

And also the front entrance you posted:

It still has some areas that I might have to remake if FPS is an issue. But if you can keep your fps at 130 throughout most of the map, then I dont think fps will be an issue on this one.

I have a better understanding of vis now so future maps will reflect that more than the previous.

thanks again guys


(SCDS_reyalP) #25

You should probably also learn about the prtveiw plugin :slight_smile:


(Flippy) #26

deffo looks alot better already :slight_smile:

although i hardly think FPS will be an issue in this… it’s not really a big map… if you look at what gets drawn while running around in goldrush for example it’s obvious that much more gets drawn in goldrush…

but i do think that this would solve your buildings showing through skybox problem… as they don’t have to be drawn at all, neither behind or infront of the skybox…


(d3coy) #27

you are right, ive eliminated it in one area, bot not sure how to do it for the other. Will have to mess with it some and see what I can figure out


(Flippy) #28

An easy, but sometimes obvious, “fix” is to create the corridors shaped like this:

Then the middle brush (in green) should contain a HINT brush.
Now, if you stand in the upper grey part of the corridor, the lower grey part of the corridor (and everything beyond) will certainly not be drawn.

However, ive noticed that if you have a very large open space outside this corridor for example, if you walk into the corridor, it doesn’t get drawn. If you start walking out, when it suddenly gets drawn, it can cause a lag spike because it suddenly has to draw everything at once. But i don’t think this will be the case in your map, the open spaces are not huge.


(d3coy) #29

ok good, thanks flippy for the good advice here.


(mazdaplz) #30

hey i have the same prob, i had been using showtris with a value of 1; but after reading this i tried showtris2 and i could see stuff being drawn that wasnt on screen.
fortunately the fog culling did it’s job and at some point it did stop drawing tris; but still it’s annoying that big outdoor maps dont have much hope for excellent fps

edit: i even tried making some walls structural but it made no diference


(Flippy) #31

Do a search on ‘VIS blocking’ or ‘HINT’ and you will find more than enough about it :slight_smile: It’s how i learned it… it’s not complicated at all. Just a bit hard to explain maybe…

And yeah, r_showtris 1 only shows the triangles on everything that is on your screen, while r_showtris 2 shows the triangles of everything being drawn.


(mazdaplz) #32

that’s funny that the game can tell which of the polys are on your line of sight and all just to draw outlines around them; one would think if it can do THAT then it could also detect which ones your looking at and not draw the polys that are hidden, since it knows which are hidden anyway!
just something that pisses me a lil. maybe i’ll start modding, as i know a bit of c


(DerSaidin) #33

Something similar to that is done at compile.
(except it pays attention to structural/detail, which is very good)

You know how compiling can take around an hour?
If the game itself did those calculations every time it loaded a map, thats a long load.

Btw, it isn’t just drawing the outlines, technically it is also drawing the triangle itself. Its just that that triangle is covered by the others.


(Flippy) #34

mazdaplz, if the game would work like you say, it would have to calculate exactly what you see all the time, every server frame. This is almost impossible to realise…

The reason that it works like it does now is that the game has some more time to calculate the tris you don’t see anyway before you DO see them… it ‘thinks in advance’ you could say…

And like Der’saidin says, the tris ARE drawn with r_showtris 1, only you don’t see them because they don’t show through other brushes, while they do with r_showtris 2.


(carnage) #35

although you are right that portal visibility is calculated at compile time not at run time there is a further optimization to cut of tris behind other tris at runtime

in the older 3d games to work out what faces were in front of other faces a algorithm called the “painters algorithm” was used to draw the triangles furthest away from the player first and work forwards so objects in the foreground were never drawn behind the background

this model was pretty limited so as hardware specs when up the “depth buffer” was created witch stored the depth of each pixel on the screen (or how far away each pixel is from the player). so when a pixel is sent to draw that is behind a pixel in the depth buffer it inst rendered (or drawn). with this in mind the painters algorithm is used in revers to draw the foreground first so pixels hidden by the foreground don’t waste time drawing on the screen

this inst as efficient as just not drawing the pixel or tris to start with but its more effective than drawing all the tris hidden by other tris

when working with vis a command that is very useful thats often ignored is /r_lockpvs 1. when u use this what you are drawing at the time will lock and even if you more into other portals what you could see when u set the command will stay the same. so it lets you move around and see how much is being blocked by your structural brushes


(nedd3h) #36

i like this map :slight_smile:

you have some texture issues though
eg. missing rock textures

from console

WARNING: Couldn’t find image for shader textures/props/controlpanel_c03
WARNING: Couldn’t find image for shader models/mapobjects/rocks_sd/rock_temperate_big
WARNING: Couldn’t find image for shader models\multiplayer\secretdocs\wood_m12.tga


(d3coy) #37

thanks nedd3h, im releasing beta 3 this weekend. It will have those fixed and a few hallways rebuilt as well.

Ill post here first…


(d3coy) #38

bump new version see original post


(Axeman89) #39

I couldn’t tell what new models you put in.
There was an accidental hole in the wall to the right of the garage door near the CP.


(d3coy) #40

the models are lights… i changed them from brushes to nice models… still some work to with them shader wise.

Could you post a screenshot of the hole in the wall? Im not sure where it is.