I think he meant the whole map....Still depends on how many faces, i have maps that are well over 50,000 and run fine because of portals, i have another with just over 20,000 that made sapien scream for all the scenery but it works.
I think he meant the whole map....Still depends on how many faces, i have maps that are well over 50,000 and run fine because of portals, i have another with just over 20,000 that made sapien scream for all the scenery but it works.
Your map is but .16 megs too big with all the vehicles removed.
I have no idea what the heck's wrong with 'dis. Especially when YoYoRastV2 is over 3 times the size.
SM's been having problems with the # of tri's in the map.... (# of Tris >75,000)
He's currently optimizing so no update outside of what I've been doing..
The triangle count has been an issue from the beginning, a remnant of my '05 tessellation mapping days. Ew. I've been keeping an eye on the problem areas, basically hoping I wouldn't have to deal with it. Apparently it's finally caught up with me.
To illustrate:
And a close-up on the lower land bridge, one particular offender:
I'm swamped with homework this week, but hopefully I can get on that optimization fairly soon. Also, thanks Podacity for the mention. Even if you guys haven't paid a whole lot of close attention to the map, it was cool to see it recognized. : )
Time for double post, bump, and update all in one go! Though not much of an update, I'm sorry to say. College and video projects have begun to eat my life. To illustrate, last Friday I spent 11 hours filming- 4:30pm to 3:30am. Dwood seems interested in helping to optimize the map, which would be a big help for me.
And yes, I know I seemed dead. I promiseRaperReaperMan didn't kill me. I'm still alive and well, just busy.
Polygon cruncher does a decent job of optimizing, you may wanna look at that.
You will have a lot of stuff still to do manually, but it could be a big time saver.
Well, here I am again, now back at school. I've started doing some optimization on those problem spots- polygon cruncher does indeed help a lot, thanks Maniac. I hope I can get this thing fixed up and working, so I can actually do something with it. Consider it a WIP with semi-low priority compared to my film classes. If anyone else wants to help with the optimization/modeling, just PM me- I'd appreciate the assistance.
Edit: The good news is, the map compiles without errors. The bad news is that it also exceptions upon load in CE. I already tried erasing the bsp and recompiling from scratch to clear any old weather palettes (the solution last time this happened), and I erased all tags from a version and tried compiling that. Same result. It has to be something that only loads in the full game, since it appears in sapien just fine. Maybe something to do with the portalling?
Well, this is interesting. I compiled the tutorial map to double check my globals, and that crashed too. Looks like sometime in the past month or to something went weird in the globals (this is assuming that's the only stuff that carries over from one map to the next).
Edit: Or weapons. Those don't spawn in sapien either, so they would only crash the full game. Is there a way to look at what causes an exception in the game? Or only in sapien? I vaguely remember Korn mentioning something about that a long while back.
Edit edit: Yep, it was the globals- tutorial now compiles fine. Checking Precipice.
Last edited by Siliconmaster; January 30th, 2010 at 01:00 PM.
If that works fine let's rig it with os-postprocessing.
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