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Topic: file size - what contributes the most? |
samikaze |
General Member Since: Mar 8, 2006 Posts: 76 Last: Jun 6, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Jul. 4, 2006 06:17 pm |
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Thanks for the replies FlesyM! My FPS is not affected at all. I just upgraded my video card, but the old one was way out of date anyway.
It's my first map so I'm learning the hard way ;)
I do use a lot of alpha blending, but no portals. I am using models since I need trees and grass. I think my map is just really big too, especially for a sniping map. I'll take pics later on and post them here.
I need to go back and Caulk some of the stuff that can't be seen, that'll help. I already have made lots of brushes detailed, but I know I missed some.
Back when I started diving into mapping, my sniper clan was at the end of CoD1 and I never finished my map. So, this is officially my first map and there's a big chance it'll be rolled into rotation. Point being, I read that tut about structural vs detailed.
I clipped my large brushes into smaller ones and it didn't make a difference (as you noted). I'm also making sure that corners meet and such.
Besides that, I think it's just because my map is really big. Again, I'll take some pics and post here shortly. Thanks again!! ^_^ |
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samikaze |
General Member Since: Mar 8, 2006 Posts: 76 Last: Jun 6, 2007 [view latest posts] |
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FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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samikaze |
General Member Since: Mar 8, 2006 Posts: 76 Last: Jun 6, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Jul. 4, 2006 06:53 pm |
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Screenshots Here
The first two and the very last pic are the barrels I mentioned. The reason why I posted those pics is because in Radiant, there's these "dancing" colored lines. If I move or click on something, they change color and position. If I'm continually moving around, they continually "dance."
I got rid of all of them on both sides (mirrored map).
Those gray "super mario" pipes are detailed brushes, not patches, in which I clipped myself. The brushes are not colliding with each other at all.
Overall, this map is really big and I think my d3dbsp size is going to be big no matter what. |
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samikaze |
General Member Since: Mar 8, 2006 Posts: 76 Last: Jun 6, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Jul. 4, 2006 06:56 pm |
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FlesyM writes...Quote: while putting a portal in large open areas may be useless (no structural stuff to block the view) and hard to do, portaling building is real easy. put a portal in doors and windows and what's inside the building/other rooms will only get drawned if looked at through the window. this might not help map file size, but should help optimizing fps for our friends that has not-so-good pc.
My last card was an eVGA Nvidia FX5200, which needs to be upgraded for CoD2 anyway! I've never made portals at all, but I'll defintiely look into them.
Besides that, I didn't fill up the buildings with a buttload of models. There are some, but the insides of the buildings seem kind of empty overall.
Thanks again! |
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FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Jul. 4, 2006 07:04 pm |
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samikaze writes...Quote: Overall, this map is really big and I think my d3dbsp size is going to be big no matter what.
ultimatly, yeah, a detailed map will be big. but think of this : the bsp for mp_breakout is 35 mg uncompressed, 12 mg compressed. so that size of yours is pretty normal considering all that detail. |
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