yikes, thanks for the info.  i was mainly concerned about the "waterindices" 
and I was thinking using func_lod would reduce the "very full" "waterindices" 
warning on the compile log.

----- Original Message -----
From: ics <i...@ics-base.net>
Date: Thursday, June 17, 2010 12:35 pm
Subject: Re: [hlmappers] Optimization Questions
To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>

> Avoid func_lod, do not use a lot of those within a map. It 
> consumes much 
> of precious fps when rendered compared to func_detail. You might 
> not 
> notice the difference on high end machine but low end it shows 
> pretty 
> clearly. I have used func_lod on my own projects only once or 
> twice per map.
> 
> As an example (not from l4d2 but from cs source), i encoutered a 
> map 
> with a friend that had used func_lod on brushes, instead  
> func_detail 
> which should have been used. So with permission from the owner, 
> we 
> updated that map and fine tuned it a bit. Fps became very steady 
> and 
> increased with 100+ from what it was. Func_lod is very expensive 
> to use, 
> if used a lot.
> 
> -ics
> 
> 17.6.2010 19:20, Benjamin J Dunbar kirjoitti:
> > Hey man, that's an enormous help for me.  Thank you.
> >
> > It looks like func_lod is worth trying out.
> >
> > Question about "waterindices": Does it say anything about 
> there being a limit or breaking point for them?  I'm only 
> halfway to the brush limit but the "waterindices" is up to 85%, 
> do you think the engine will break if I ended up going much 
> higher?  The map itself has great frame rates.
> >
> > The other wierd thing is that I normally get those "glimmering 
> edges and cracks" in my brushes no matter what I do.  They 
> usually appear in dark areas and at distances greater than 500 
> units.  I have learned to deal with it and map in such a 
> way that gives very few long-distance views in darkness - ei 
> dark tunnels.
> >
> > Thanks again
> >
> > ----- Original Message -----
> > From: "Kenneth B. Swisher"<capt...@qis.net>
> > Date: Thursday, June 17, 2010 10:44 am
> > Subject: Re: [hlmappers] Optimization Questions
> > To: Discussion of Half-Life 
> Mapping<hlmappers@list.valvesoftware.com>>
> >    
> >> Hey Ben,
> >>
> >> Here's what VDC has (seein' as how you can't access it).
> >>
> >>
> >>    func_lod
> >>
> >>
> >>         From Valve 
> Developer Community
> >>
> >> Jump to: navigation
> >> <http://developer.valvesoftware.com/wiki/Func_lod#column-
> >> one>, search
> >> <http://developer.valvesoftware.com/wiki/Func_lod#searchInput>
> >>
> >> This is a brush entity
> >> <http://developer.valvesoftware.com/wiki/Brush_entity>
> >> available in all
> >> Source games.
> >>
> >>
> >>      Entity Description
> >>
> >> Brush-built
> >> 
> <http://developer.valvesoftware.com/wiki/Entity#Brush_entities>  model
> >> that fades out over a specified distance. Useful for creating
> >> world
> >> detail that doesn't need to be drawn far away, for performance
> >> reasons.
> >> * Note:*The fading is not always consistent; brushes may
> >> suddenly "pop"
> >> into view depending on where the player is looking. This happens
> >> because
> >> of a hardware issues with rendering translucent materials. 
> Low-
> >> end cards
> >> will fade nearer than the distance specified, and smaller
> >> objects fade
> >> nearer than a larger object with the same fade distance.
> >> * Note:*The overhead required by this entity is substantial. Use
> >> it only
> >> for special effects or when fading very dense geometry, and one
> >> could
> >> then argue, shouldn't that better be a model
> >> <http://developer.valvesoftware.com/wiki/Model>?
> >>
> >> As for waterindices, here's as much as I could gather:
> >> "t-junctions are edges with more than two collinear verts. This
> >> happens
> >> when dissimilar geometry meets sharing an edge, vbsp
> >> automatically adds
> >> all verts along the edge to each polygon sharing the edge to
> >> avoid
> >> cracks. vbsp has a -notjunc option that will skip this process,
> >> but that
> >> will leave you with cracks in your level. You probably want the
> >> t-junctions fixed. Cracks usually look like sparkling edges
> >> (bright
> >> pixels in the skybox showing through).
> >>
> >> There are several references on t-junctions online as it's a
> >> general
> >> problem when processing geometry for any rendering engine. It's
> >> not
> >> unique to anything specifically in Source."
> >>
> >> Basically, it looks like it has to do with when you have two
> >> brush edges
> >> with vertices along them that don't line up, so vbsp does some
> >> work to
> >> prevent unsightly cracks from showing along the edges.
> >> I'unno, that's
> >> my best guess.
> >>
> >> And, thanks for your service (Army).
> >>
> >>
> >>
> >> Benjamin J Dunbar wrote:
> >>      
> >>> Hi,
> >>>
> >>> I am asking my questions here on the mailing list because I do
> >>>        
> >> not have access to the VDC at this time...it's considered by the
> >> US Army to be a "gaming" site, so they have blocked it on our
> >> machines.>
> >>      
> >>> What exactly is func_lod, and do you think I should use it
> >>>        
> >> instead of func_detail?  I have a high amount of
> >> func_detail in my map and after looking at Valve's maps I
> >> noticed some func_lod where I would have assumed to use
> >> func_detail.  Can someone clear up it's purpose and usage
> >> for me?
> >>      
> >>> Also...same map as above...when I compile, I get 85%
> >>>        
> >> "waterindices", which the compiler calls "VERY FULL".  But
> >> I have no water in my map at all.  Can someone tell me
> >> what's up with that?  What are "waterindices"?
> >>      
> >>> Thanks very much guys.
> >>> _______________________________________________
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> >>      
> >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >>>
> >>>        
> >>
> >>
> >> _______________________________________________
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> >>
> >>
> >>      
> > _______________________________________________
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> >
> >    
> 
> 
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