Light effecting FPS or not?


(aburn) #1

Just curious…

Does light (and I mean a lot of it, so it looks really nice) effect the play FPS really much or not?

There is not much change when I run it on my computer… even with like 4 GAMES (in the same time on the same “server”) running.

But would it make a difference on a server?


(kamikazee) #2

All lights are rendered to the lightmaps, so it doesn’t matter how much you place. When playing the map, it will always be the same.

The only point where it matters is at compile time.


(Flippy) #3

A Dlight can/does affect FPS though right?


(kamikazee) #4

Yes, but dlights are entities which work when the map is played, lights aren’t.


(aburn) #5

thanks… that makes me happy :smiley:


(]UBC[ McNite) #6

Yepp light entities dont count against entitiy count either, because they are compile time entities, not run time entities. DLIGHTS can seriously make your FPS go crap. In Warbell I had DLIGHTS in the chappell and sacrifice room and they made the FPS drop to below 100…


(Dead-Eye) #7

Yeah, compile time sucks with light intensive environments, Especially when you’re using the in-built one in radiant.


(aburn) #8

Thank GOD I use the External Compiler… never even thought bout using the BUILT IN one… took 4 times longer to compile simple stuff… so prolly for my map it would take in stead of 25 mins like an hour and a half…

q3map2build RULEZ!!!


(SCDS_reyalP) #9

err, the “built in” compiler is exactly the same as the “external” compiler, for any vaguely recent version of gtkradiant.


(]UBC[ McNite) #10

It is, but when I started mapping I did a test on the compile time speeds and Q3map2build was just a damn lot faster than the Radiant compile. And especially with regard to RAM usage it was a lot more efficient.


(carnage) #11

maby because of radiant using up a large amount of RAM to hold the map and lots of textures open

also output seems to be copied to the radiant console so perhaps this is using up some processing power that could be better used to compile quicker


(aaa3) #12

can i turn this off somehow? i remember only to log or not log the console option

[edit, reply to bottom post: ok :slight_smile: and i will looking for that build thing too]


(kamikazee) #13

[quote=“aaa3”]

can i turn this off somehow? i remember only to log or not log the console option[/quote]Believe me, if you got an error you do want to notice what’s wrong.

I used to compile from GTKRadiant as well, but seeing how much custom compile settings are possible in Q3Map2Build, I never looked back.


(]UBC[ McNite) #14

Yepp and you can get the compile log from Q3map2build too, so its very simple and very powerful.


(aaa3) #15

er… :? :oops:
well i searched for that q3map2build. i have 2 problems with it. (but at least found and have it)
1)despite it has a great website with all help stuff, detailed history, “about” et c., it seems that its very old by now. (untouched since years…)
its not problem at all if it can perfectly work with the newest q3map2(2.5.17) or with the reyalp version (2.5.16.2). can it do so? (its only a frontend so i guess it has some partial compatibility (the lesser common stuff), but idk what new compile options have the newer q3map2’s but then i cant use them with this old frontend.)

2)it doesnt even runs at me… “Run-time error ‘13’ Type mismatch.”
well my programming abilities are limited to quite easy stuff(OOP is too much for me but until that point im quite understanding programming in general, and turbo pascal in particular. have some minimal delphi knowledge too.), but it seems to me, from that error message, that it has a programming error in the source code, i mean this for example an integer type variable messing with a real type, or a boolean with a string… like this. btw idont know then how could he compile it to an exe. if this is the case then it will not run on anybodys computer, coz it cant.
but it is simply too obvious error to believe so i guess im wrong. then whats the problem and how to solve it?


(Shaderman) #16

My favorite frontend was q3map2toolz. Maybe this one works for you.


(]UBC[ McNite) #17

It does work with all the builds afaik. Make sure you follow the guideline to set it up properly.


(-SSF-Sage) #18

Is this about LIGHT or light-entity? How about corona etc.?


(aaa3) #19

ok it runs, i havent compiled with it yet but looks nice; ty :).


anybody; whats about my “2)” problem? (that it doesnt want to run on my comp.). are there some other versions of it that i may try? have anybody had this problem? or can u link me a working version?
or is it the best to forget that since i have another frontend now …:?:

[edit i did another search but still found only 1 version, now from 2 links. and i found that its compile options are not hardcoded but stored in an editable file. its great.

but compared to the toolz, it has another advantage what i read now at its sites and which i love and appreciate very much: that its a single *.exe file. no installer. slim. light. not touches registry. not needs anyting elso to work. so i really want to at least try it out now… :frowning: :frowning: ]


edit
ok it now works. (lol idk what was the problem. but in the new directory there are more files… weird. maybe really more versions and distributions circling around the net :))