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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2003
    Posts
    62

    Default Help. Can't make a good optimisation.

    Ok. I have readed Angel Mapper's tutorial, udan's doc's and a lot of tutorials and stuff. but, i just can't make them work.

    AntiPortals.

    I have a map, made just with substractions. Adds? They are just for handles or smalls things. Where do I put the anti portals? and how?

    For example. I have "this" room, made with a substraction bsp. Next to it, without touching, i have another room, made with the same process. Now, i use another sobstraction bsp to make a door space.

    Now. The two rooms have a lot of meshes. How can avoid, that when i'm in one room, the other isn't rendered?


    Thanks.

  2. #2
    Banned
    Join Date
    Dec 2003
    Posts
    870

    Default

    Probably about the only thing u can do there is zone portal the doorway. Add zoneinfo to both rooms and put a zone portal green brush sheet in the doorway.

    Also you might be able to make a sheet anti portal brush and wedge it between the two rooms but so it does not touch the door way.

    You can also make the surface properties of the rooms walls or ceilings anti portal but not if they have a subtract linked to that surface. Must be a seperate wall with no holes.

    Send me your map I will add the stuff then you can see it.

    But if the level is just 2 small rooms then you probably dont even need any of that stuff.

    When you are in your level press tab and write stat fps then press enter then look around in different areas and if you are getting low frame rates then you might want to restructure it.

    I think that if your framerate starts to drop below 40 then you are probably getting into trouble but that is also based on an average graphics card and CPU so ??.

    Also you can do addbots 9 or addbots 6 command to simulate how your level will render with players running around.

    Quite different frame rate when you got 10 to 20 players running around versus an empty level!

    Try my latest "VCTF-A2MadCow and all the others!!

    Get all my VCTF Maps and stuff here at my site if you have not allready!

    http://www.58arenas.com/UT2004Downloads.htm

    All older stuff here:

    http://www.58arenas.com/

    Thanks Circus BT

  3. #3
    MSgt. Shooter Person
    Join Date
    May 2004
    Posts
    381

    Default

    Is there some reason why you would want to use antiportals, instead of zone portals, in a map composed of room spaces and no terrain?

    Also, 1) antiportals must never be visible to the players, and, 2) antiportals must touch subtracted space.

  4. #4
    Banned
    Join Date
    Dec 2003
    Posts
    870

    Default

    It depends on what you got in those rooms. Zone portal is not anti portal and if you are standing in one room looking into the other through the zone portal brush and there are 5 static mesh sitting there with 5000 poly count/trianges each to render then a zone portal might not be the right approach ect ect.

    It just really depends on what kind of frame rates you are getting as far as what you can do.

    Theres many rendering tricks you can do. One thing I have done is instead of having a subtract doorway connecting the rooms I will make a teleport doorway instead. 2 rooms connected by 2 teleports. Or make a jump pad that hurdles you over a wall from one room to the other.

    Try my latest "VCTF-A2MadCow and all the others!!

    Get all my VCTF Maps and stuff here at my site if you have not allready!

    http://www.58arenas.com/UT2004Downloads.htm

    All older stuff here:

    http://www.58arenas.com/

    Thanks Circus BT

  5. #5
    MSgt. Shooter Person
    Join Date
    May 2004
    Posts
    381

    Default

    Hmm...jumppad over a hollow wall that's masking an antiportal. Hadn't thought of that before, heh. Must be all the Hellbender fumes.

  6. #6
    MSgt. Shooter Person
    Join Date
    Nov 2003
    Posts
    62

    Default

    thanks dudes. Working late last night, I achieved it, and ad some zone portals.

    Thanks.

  7. #7
    Redeemer
    Join Date
    Jun 2002
    Posts
    1,264

    Default

    Is there some reason why you would want to use antiportals, instead of zone portals, in a map composed of room spaces and no terrain?
    To occlude the meshes in the other room.



 

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