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Autor Beitrag
000
21.12.2009, 22:27
kainstuk



Heyho,
Ich arbeite weiterhin an meinem Alcatraz remake und habe schon diverse Probleme, dass die Map zu groß usw ist ( max_map_miptex, max_patches,max_map_clipnodes).
diese habe ich im expert modus behoben indem ich bei csg eingetragen habe : -noclipeconomy -texdata 8192 -cliptype simple
außerdem habe ich bei light_exe eingetragen -chop 96.
So, ich konnte erfolgreich compilen, r_speeds stimmen und licht stimmt auch.
Nur habe ich folgende Probleme:
Ich habe r_speeds von 600 und die Map lagt trotzdem wie besoffen! ( 5-15fps)
Das ist ja sehr verwunderlich, da ja meistens die fps wegen fullbright,leaks & co runtergehen.
Außerdem sind ein paar Entities nicht mehr solid, obwohl sie im Editor richtig eingetragen sind ( Zäune, Türen)
Also meine 2 Fragen:
Warum sind manche Solid Entities nicht mehr richtig eingestellt, also blau?(habe rund 200 stück)
Warum hab ich so wenig FPS, wenn ich garnicht so viel neues hinzugefügt habe und nur die paar compileparameter(und außerdem keine Probleme auftraten) ?

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942

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001
22.12.2009, 06:08
AlexS



Hast du einen Full compile gemacht? Ich hatte öfters FPS einbusen, wenn ich kein RAD mitkompilimiert habe.
Kannst du bitte den compilelog schicken, da kann man mehr rauslesen.

--

____Maps____________________________
[fy_barpark] [aim_assault_oa] [sc_dojo]
[sc_buro_prologue]

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002
22.12.2009, 12:24
kainstuk



Würde mich wundern, wenn es kein Fullcompile gewesen wäre. Ich bitte meinen Kollegen sie nochmal zu compilen für den Log, vielleicht hat er ihn ja auch gespeichert.

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942

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003
22.12.2009, 14:48
kainstuk



** Executing...
** Command: Change Directory
** Parameters: "C:\Games usw\SteamApps\***\counter-strike"

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlcsg.exe
** Parameters: "c:\users\***\desktop\rest\jail_alcatraz" -cliptype simple -texdata 8192 -noclipeconomy

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlcsg.exe c:\users\***\desktop\rest\jail_alcatraz -cliptype simple -texdata 8192 -noclipeconomy
Entering c:\users\***\desktop\rest\jail_alcatraz.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ on ]
clip hull type [ simple ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.70 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.14 seconds)

Including Wadfile: \games usw\mappen\zhlt.wad
- Contains 5 used textures, 1.95 percent of map (8 textures in wad)
Using Wadfile: \games usw\steamapps\***\counter-strike\cstrike_german\halflife.wad
- Contains 179 used textures, 69.65 percent of map (3116 textures in wad)
Using Wadfile: \games usw\steamapps\***\counter-strike\cstrike_german\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games usw\steamapps\***\counter-strike\cstrike_german\liquids.wad
- Contains 2 used textures, 0.78 percent of map (32 textures in wad)
Using Wadfile: \games usw\steamapps\***\counter-strike\cstrike_german\itsitaly.wad
- Contains 9 used textures, 3.50 percent of map (99 textures in wad)
Using Wadfile: \games usw\steamapps\***\counter-strike\cstrike_german\jail_alcatraz.wad
- Contains 62 used textures, 24.12 percent of map (107 textures in wad)

added 27 additional animating textures.
Texture usage is at 3.96 mb (of 8.00 mb MAX)
7.44 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlbsp.exe
** Parameters: "c:\users\lukas\desktop\rest\jail_alcatraz"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlbsp.exe c:\users\***\desktop\rest\jail_alcatraz

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5297 (0.36 seconds)
BSP generation successful, writing portal file 'c:\users\***\desktop\rest\jail_alcatraz.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4062 (0.20 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...3531 (0.16 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4627 (0.28 seconds)
6.05 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlvis.exe
** Parameters: "c:\users\***\desktop\rest\jail_alcatraz"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlvis.exe c:\users\***\desktop\rest\jail_alcatraz
3089 portalleafs
10090 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.99 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2022.49 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 386 and 402:
(1327.998 207.995 -472.001)
(1328.000 208.000 -472.000)
(1344.790 248.000 -474.351)
(1344.790 248.000 -475.458)

average leafs visible: 445
g_visdatasize:436416 compressed from 1195443
2028.62 seconds elapsed [33m 48s]

----- END hlvis -----

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlrad.exe
** Parameters: "c:\users\***\desktop\rest\jail_alcatraz" -chop 96

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlrad.exe c:\users\***\desktop\rest\jail_alcatraz -chop 96

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 96.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\GAMESU~1\Mappen\OMGBIT~1\lights.rad']
[59 texlights parsed from 'C:\GAMESU~1\Mappen\OMGBIT~1\lights.rad']

[Reading texlights from info_texlights map entity]
[6 texlights parsed from info_texlights map entity]

20726 faces
Create Patches : 58387 base patches
0 opaque faces
2738273 square feet [394311328.00 square inches]
207 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (37.32 seconds)
visibility matrix : 203.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (75.76 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (50.02 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.03 seconds)
Transfer Lists : 60759556 : 60.76M transfers
Indices : 42612576 : 40.64M bytes
Data : 243038224 : 231.78M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.95 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.25 seconds)
173.73 seconds elapsed [2m 53s]

----- END hlrad -----

** Executing...
** Command: Copy File
** Parameters: "c:\users\***\desktop\rest\jail_alcatraz.bsp" "C:\Games usw\SteamApps\***\counter-strike\cstrike_german\maps\jail_alcatraz.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\users\***\desktop\rest\jail_alcatraz.pts" "C:\Games usw\SteamApps\***\counter-strike\cstrike_german\maps\jail_alcatraz.pts"

** Executing...
** Command: C:\GAMESU~1\Steam.exe
** Parameters: +map "jail_alcatraz" -dev -console

Keine Fehler, außer Leaf Portal saw into Leaf bla bla bla........

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942


Dieser Beitrag wurde am 22.12.2009 um 14:55 von kainstuk bearbeitet.
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004
22.12.2009, 14:56
Bluthund



Zitat:
Keine Fehler, außer Leaf Portal saw into Leaf bla bla bla....
fixed.

Full-Compile bedeutet vor allem, dass du VIS mit -full (und RAD mit -extra für den finalen Kompiliervorgang) laufen lässt.

Das Verhältnis der Zeiten von VIS zu RAD sieht auch bedenklich aus. Extrem komplexe Architektur aus Worldbrushes zusammen geschustert?

FYI: -noclipeconomy erhöht die Anzahl der Clipnodes (womit du schneller in MAX_MAP_CLIPNODES läufst).

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-


Dieser Beitrag wurde am 22.12.2009 um 15:05 von Bluthund bearbeitet.
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005
22.12.2009, 15:13
kainstuk



Hier und dort hab ich mal einige Brushes zu einem func_wall zusammengefasst, weil das sonst viel zu viele auf einmal gewesen wären....
Ich kann gerne mal versuchen, hlvis mit -full durchlaufen zu lassen.

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942

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006
22.12.2009, 20:33
kainstuk



So, jetzt wurde es mal mit -full und -extra compiled.
Das mit den Solid entities konnte ich beheben( ein ziemlich doofer Fehler unterlaufen), aber es bleiben weiterhin die FPS Probleme. Woran kann das noch liegen? Vielleicht an der riesigen Menge an Wasser?
Hier nochmal der Log:

** Executing...
** Command: Change Directory
** Parameters: "C:\Games usw\SteamApps\\counter-strike"

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlcsg.exe
** Parameters: "c:\users\\desktop\rest\jail_alcatraz" -cliptype simple -texdata 8192

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlcsg.exe c:\users\\desktop\rest\jail_alcatraz -cliptype simple -texdata 8192
Entering c:\users\\desktop\rest\jail_alcatraz.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ simple ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

9 brushes (totalling 58 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.68 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.12 seconds)

Including Wadfile: \games usw\mappen\zhlt.wad
- Contains 5 used textures, 1.95 percent of map (8 textures in wad)
Using Wadfile: \games usw\steamapps\\counter-strike\cstrike_german\halflife.wad
- Contains 179 used textures, 69.65 percent of map (3116 textures in wad)
Using Wadfile: \games usw\steamapps\\counter-strike\cstrike_german\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games usw\steamapps\\counter-strike\cstrike_german\liquids.wad
- Contains 2 used textures, 0.78 percent of map (32 textures in wad)
Using Wadfile: \games usw\steamapps\\counter-strike\cstrike_german\itsitaly.wad
- Contains 9 used textures, 3.50 percent of map (99 textures in wad)
Using Wadfile: \games usw\steamapps\\counter-strike\cstrike_german\jail_alcatraz.wad
- Contains 62 used textures, 24.12 percent of map (107 textures in wad)

added 27 additional animating textures.
Texture usage is at 3.96 mb (of 8.00 mb MAX)
7.38 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlbsp.exe
** Parameters: "c:\users\\desktop\rest\jail_alcatraz"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlbsp.exe c:\users\\desktop\rest\jail_alcatraz

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5296 (0.36 seconds)
BSP generation successful, writing portal file 'c:\users\\desktop\rest\jail_alcatraz.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4075 (0.20 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...3530 (0.16 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4619 (0.28 seconds)
5.96 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlvis.exe
** Parameters: "c:\users\\desktop\rest\jail_alcatraz" -full

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlvis.exe c:\users\lukas\desktop\rest\jail_alcatraz -full
3090 portalleafs
10091 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.90 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (971.25 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 386 and 402:
(1327.998 207.995 -472.001)
(1328.000 208.000 -472.000)
(1344.790 248.000 -474.351)
(1344.790 248.000 -475.458)

average leafs visible: 440
g_visdatasize:432507 compressed from 1195830
977.29 seconds elapsed [16m 17s]

----- END hlvis -----

** Executing...
** Command: C:\GAMESU~1\Mappen\OMGBIT~1\hlrad.exe
** Parameters: "c:\users\\desktop\rest\jail_alcatraz" -chop 96 -extra

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\GAMESU~1\Mappen\OMGBIT~1\hlrad.exe c:\users\\desktop\rest\jail_alcatraz -chop 96 -extra

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 96.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\GAMESU~1\Mappen\OMGBIT~1\lights.rad']
[59 texlights parsed from 'C:\GAMESU~1\Mappen\OMGBIT~1\lights.rad']

[Reading texlights from info_texlights map entity]
[6 texlights parsed from info_texlights map entity]

20728 faces
Create Patches : 58672 base patches
0 opaque faces
2738272 square feet [394311264.00 square inches]
487 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (197.94 seconds)
visibility matrix : 205.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (74.49 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (47.92 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.76 seconds)
Transfer Lists : 61577326 : 61.58M transfers
Indices : 43111456 : 41.11M bytes
Data : 246309304 : 234.90M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.86 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.19 seconds)
330.56 seconds elapsed [5m 30s]

----- END hlrad -----

** Executing...
** Command: Copy File
** Parameters: "c:\users\lukas\desktop\rest\jail_alcatraz.bsp" "C:\Games usw\SteamApps\\counter-strike\cstrike_german\maps\jail_alcatraz.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\users\\desktop\rest\jail_alcatraz.pts" "C:\Games usw\SteamApps\\counter-strike\cstrike_german\maps\jail_alcatraz.pts"

** Executing...
** Command: C:\GAMESU~1\Steam.exe
** Parameters: +map "jail_alcatraz" -dev -console

Und auch mal ein Screen: (bisschen älter, daher noch der zaun nicht solid)

">http://img3.imageshack.us/img3/4790/alca.png[/img]

Sieht bisher noch nicht so schön aus, aber ich werd da auch noch so einiges fixen. Außerdem ist die max viewable distance noch ziemlich beschränkt. ( Wundert euch nicht über den kleine Käfig am Inselrand, der ist für eine bestimmte MOD)

Ich hoffe ihr könnt helfen...

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942

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007
22.12.2009, 21:12
Bluthund



Zitat:
Vielleicht an der riesigen Menge an Wasser?
Also früher/damals/vorm Krieg haben wir einfach das Wasser weg gemacht und gekuckt ob sich Besserung einstellte.
Wie viel ist denn "riesig" in Zahlen? func_water oder !Liquid-Brush?

Der Screenshot ist außerdem ziemlich nichtssagend ohne die r_speeds-Anzeige, da an solchen Positionen gern schon einmal die Hälfte oder mehr der Map gerendert wird. Zumal die Skybox ziemlich suboptimal ist (was du ja aufgrund des Settings nicht ändern kannst). Das ändert natürlich nichts daran, dass mehr als die paar lausigen FPS mit so einer offenen Map drin sein müssen.

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-


Dieser Beitrag wurde am 22.12.2009 um 21:19 von Bluthund bearbeitet.
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008
22.12.2009, 21:24
kainstuk



Nunja mein Problem ist, das auch drinnen die FPS niedrig sind. Früher waren es drinnen gut 60 und draußen 40....
Und das Wasser ist func_water
Wäre ein Screenshot vom Compile "vorbereitungsfenster" hilfreich?

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942


Dieser Beitrag wurde am 22.12.2009 um 21:25 von kainstuk bearbeitet.
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009
22.12.2009, 21:25
kainstuk



Wäre ein Screen vom "Compilevorbereitungsfenster" sinnvoll?
( Edit funktioniert nicht, da kommt ne Fehlermeldung, die mich wieder zum Forum oder Hauptseite verweist.

--

http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942

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010
30.12.2009, 23:54
ToastFlash



hab zwar noch nich sehr viel erfahrung mit so großen maps, aber auch schon probleme mit den fps:

- guck mal in deine game cfg. da kann mann auch sehr viel einstellen was die fps pusht und fixt 8zähle die befehlen jezt nicht alle auf XD)
- größere model und mods versauen mir auch noch mit entsprechender cfg die fps, von daher würd ich mal gucken wo du solche im spiel und in der map eingebaut hasst und durch einfache bzw. weglassen ersetzen ....

bei mir hats geholfen, aber wie gesagt ka ob das immer funkt =)

--

___________________________________
Think Creative!

__________________________________

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