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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: YAY! A Tip from a grateful mappah!
Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Saturday, Jul. 27, 2002 12:29 am
My map was getting bad fps from one side to the other :(

I went to the dteam forums and asked for help, since i didnt get any here :(, they sent me off to hunt for a hinting tut, which i went off to quakeworld forums and found one!

I dont know enough about it yet to tell anyone how to do it so i wont tell anything, but i suggest that all newbie mappers and semi newbie mappers like myself go learn a little about it!

I went from 35 fps to maxed out 125! my compile time is 1/4 of what it was!

Very Very Excellent! Im off to test it again and may be back tonight, definatly this weekend, with a beta link!
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Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Saturday, Jul. 27, 2002 12:33 am
Oops forgot to ask, whats some of the cheat protected commands to check things like polys etc?

In the hinting tut it showed pics of him in wireframe and he could see a room below... in wireframe of course...

Is there alist of commands for stuff liek taht around here? Or on Planet SOF?
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Fragger~rb
General Member
Since: Dec 23, 2006
Posts: 2821
Last: Dec 23, 2006
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Level 9
Category: SoFII Mapping
Posted: Saturday, Jul. 27, 2002 01:40 am
r_showtris 1
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Saturday, Jul. 27, 2002 04:28 am
dont forget that when you hint your actually splitting one pvs into 2 smaller pvs'es which means more polygons overall... it will lower r_speed in one area but raise r_speed in the other places where both sides of the bsp spilt are "visible" (not actually visible but vis-wise visible)  ;)
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Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Saturday, Jul. 27, 2002 09:32 am
i noticed in some areas there would be max fps then they would kinda dropp, i can kinda tell where they are doing it from where i put the hints!

But over all, im getting MUCH MUCH better fps throughout the map, 125 almost constant with my gef2 64mb, we play tested with me and two freinds on the lan and all was well in teh fps dept, the blue spawns in teh inf dem versions are way to close... i dunno though, might make for fun inf dem games :)


BTW how the #### do you see the hints after you use em... they are invisable!!

Thnx for the command fragger!

And beta soon!
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razoRjaw~rb
General Member
Since: Dec 23, 2006
Posts: 26
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 05:22 am
hey major, can u post the link that helped u with hint brushes so the rest of us can learn too? please? :D
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Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 06:50 am
Theres a bomb ass list of tuts at quake3world, under the editing in a therad with links..  its on there somewhere...

http://www.quake3world.com/forums/

The tut was very confusing.... but i got enough from it to help me

ctrl-d hides detail brushes ctrl-m makes selected detail, hint areas off to have them drawn seperatly or something...
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 08:46 am
i dont believe that detail brushes can be made that way in sof2 since everything is done with shaders now. you would need a detail shader.
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Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 08:49 am
No it worx.


Those are the shortcuts in the menu for sofrad.
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 08:57 am
Using hint brushes increases your compile time, since the vis process has to split the map into more nodes. If you also learned about detail brushes at the same time and applied that also, they will be the reason for your decreased compile times.
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