GoldenEye: Source Forums

  • December 27, 2024, 12:21:58 am
  • Welcome, Guest
Advanced search  

News:

Pages: 1 2 [3]   Go Down

Author Topic: bacon333 sample work.  (Read 48238 times)

0 Members and 1 Guest are viewing this topic.

InvertedShadow

  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,505
  • Reputation Power: 1
  • InvertedShadow has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #30 on: December 21, 2006, 08:51:36 pm »

You don't know optimization. You have to learn func_detail. VVIS should never take longer then VRAD.
http://www.interlopers.net
Logged

bacon333

  • Agent
  • *
  • Posts: 20
  • Reputation Power: 0
  • bacon333 has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #31 on: December 21, 2006, 09:57:47 pm »

You mentioned carving those windows eariler? Did you literally use the carve tool on them? Because there's no way you should be getting compile times like that.

The reason it took so long for vvis to do that was A. I forgot to put in occluders and portals and B. Source can only use convex shapes. If there is a concave object, it uses about 9 convex objects to make it, and since I had about 200 windows in there, well, you calculate how many shapes it would take to make those windows... As for me using the carving tool. No, I did not use the carving tool, and remotely smart developer would know that the carving tool should almost never be used (don't take this personally).

I do however, have a pretty crappy CPU, I would say that my video card is probably more high end than my cpu... actually, it is. It is a geforce 6800 GS. My cpu however is a peice of junk. The amd athlon 3200 + isnt really fit for doing compilations like these... Anyway, My Vrad and my vvis used to be pretty much the same as far as timings go, this is the highest it's ever been. 2 and a half hours for vvis, and 20 minutes for vrad. I am ashamed.

EDIT: I do think I might know what one of the main reasons for this issue is though, and I will proceed to find out... most of all try and make this map compile faster. Much faster.
« Last Edit: December 21, 2006, 10:15:08 pm by bacon333 »
Logged

Loafie, Hero of Dreams

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 4,066
  • Reputation Power: 1
  • Loafie, Hero of Dreams has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #32 on: December 21, 2006, 10:46:52 pm »

9 shapes to make a window? don't you only need like 5 including the glass?
Logged
maps in production: ge_temple maps released: ge_caves, ge_complex, ge_complex_classic
Quote
Loafie, Hero of Dreams is watching Big Love
fourtecks: you are watching basstronix?

Sean [Baron]

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 6,752
  • Reputation Power: 2
  • Sean [Baron] has no influence.
  • Offline Offline
    • GoldenEye: Source Official Site
Re: bacon333 sample work.
« Reply #33 on: December 21, 2006, 11:06:51 pm »

Not if it has an arch in the window frame :P
Logged
/Sean "Baron" Stock
Director
sean@goldeneyesource.net

bacon333

  • Agent
  • *
  • Posts: 20
  • Reputation Power: 0
  • bacon333 has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #34 on: December 21, 2006, 11:10:51 pm »

I'm talking about the blocks around it, and the window is a texture...

Here is diagram.. I made... it's really horrible... I hate paint.



There are 8 visable blocks, and one in the hole (either a block of glass, or a block with a texture on it.

As for the new screenshot, I have it right now, I'll go and ask a team member from the bbs team If I may post it publicly here... :S

EDIT: actually, yes, you need five including the window frame, if it is all togeather like you described it, but sometimes it happens to be like the diagram above... which sucks :(

Anyway, still, 5 times 200.
Logged

InvertedShadow

  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,505
  • Reputation Power: 1
  • InvertedShadow has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #35 on: December 21, 2006, 11:12:55 pm »

You can PM it to me and I'll review it again if you'd like.
Logged

bacon333

  • Agent
  • *
  • Posts: 20
  • Reputation Power: 0
  • bacon333 has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #36 on: December 21, 2006, 11:13:19 pm »

Alright, i'll do that... stand by for a pm...
Logged

Loafie, Hero of Dreams

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 4,066
  • Reputation Power: 1
  • Loafie, Hero of Dreams has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #37 on: December 21, 2006, 11:25:50 pm »

you can take out the subdivisions in the brushes to the right and left of the window and make them one large piece, unless theyre textured differently. its making vvis work harder than it needs to
Logged
maps in production: ge_temple maps released: ge_caves, ge_complex, ge_complex_classic
Quote
Loafie, Hero of Dreams is watching Big Love
fourtecks: you are watching basstronix?

bacon333

  • Agent
  • *
  • Posts: 20
  • Reputation Power: 0
  • bacon333 has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #38 on: December 21, 2006, 11:33:57 pm »

You mean like grouping them togeather?
Oh, and would using... maybe a portal work if I put portals on all of the windows, would that let it compile easier?
I don't know, just ideas on the fly...
Logged

InvertedShadow

  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,505
  • Reputation Power: 1
  • InvertedShadow has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #39 on: December 21, 2006, 11:34:57 pm »

Definately an improvement. I say we trial him to see how much he can improve. The things I'd complain about now is the rooftops. They just don't seem real.

My vote is bump him to trial.
Logged

bacon333

  • Agent
  • *
  • Posts: 20
  • Reputation Power: 0
  • bacon333 has no influence.
  • Offline Offline
Re: bacon333 sample work.
« Reply #40 on: December 22, 2006, 12:02:06 am »

Yeah, the rooftops were another thing on my list, I have to get that fixed up...
Logged

Enzo.Matrix

  • Lead Public Relations
  • GE:S Fanatic
  • *****
  • Posts: 3,095
  • Reputation Power: 179
  • Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!Enzo.Matrix is awe-inspiring!
  • Offline Offline
Re: bacon333 sample work.
« Reply #41 on: December 23, 2006, 04:15:44 am »

RL work has stopped me from posting sooner.

We are not currently in the position to take on more level designers.  I am glad you did post, you were able to at least get some pointers on what you need to work on.  (If one thing is right, it's that my team can rip things apart really good)

This is not a resounding no, just a "not right now".
Logged
GoldenEye: Source Co-Creator
Personal Mission: -Play GE:S with a GE007 N64 Dev (Dr. Doak)
-GE:S reviewed by Yahtzee
Pages: 1 2 [3]   Go Up