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Topic: outdoor portaling opinion |
| 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: Wednesday, May. 30, 2007 06:00 am |
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I've got portaling down for buildings, and have the knowledge that too many portals will cause problems because the game will take longer on what to draw.
So, for this huge map I'm working on, I'm at the point of where outdoor portaling needs to be done to help FPS.
Does this looks like sufficient, or do I have the wrong idea? I mainly concentrated on the areas where there's lots of buildings and such and without going wild.
I remember finding another thread awhile back where someone did the same thing I'm doing now, posting a pic of their map with what they had in mind.
Any info appreciated!
(copy the image address and paste in a new window to see a bigger version. The red outlines are a lot easier to see)
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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| Ray |
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General Member Since: Apr 24, 2006 Posts: 1027 Last: Nov 17, 2013 [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: Wednesday, May. 30, 2007 06:35 pm |
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LPRay, thanks for the reply, that's exactly why I left some areas unboxed intentionally.
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And Stryder,
I boxed the more "crowded" areas because FPS goes down when looking towards that area from another part of the map. That's why I didn't box everything up or connect the cells together.
So what you're saying, I should cut up the whole map into individual cells kind of like an unequally divided piece of graph paper?
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, May. 31, 2007 12:45 am |
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yes - that is more effective than the first pic.
if you have fps 'wells' (drop areas) then double check that items are detailed where possible. try and reduce brush counts and or complexity
see if the fps drops are fx or model related by removing excessive or unneccessary models in the area
portalling will only fix so much.
![[angryalien]](images/BBCode/smilies/angryalien.gif) |
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| cornrow_wallace |
General Member Since: Apr 16, 2005 Posts: 242 Last: Feb 27, 2011 [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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| samikaze |
General Member Since: Mar 8, 2006 Posts: 76 Last: Jun 6, 2007 [view latest posts] |
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| cornrow_wallace |
General Member Since: Apr 16, 2005 Posts: 242 Last: Feb 27, 2011 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, May. 31, 2007 01:57 pm |
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Dividing your map into open cells like that won't really do anything for you. It's the structural brushes (not the portal brushes themselves) that block tris, the portal brushes just tell the game where the portal boundaries are.
Think about this: if you make a large square portal from the bottom of the skybox to the top, it might not fail in the compiler, but it will not block any tris from view, hence not changing visible tris in any way. However, if these 4 portal brushes are between buildings, when you stand outside of the square, in front of one of those buildings so only the building is in sight, nothing behind that building will be rendered, hence reducing visible tris.
But before you go through all of this trouble, does your map really need it? CoD 2 LOD's are set very low so tris often aren't the problem as much as FX are. The only maps I've seen with performance problems in CoD 2 are those with tons of FX or a huge amount of tree models in a small area. |
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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: Sunday, Jun. 3, 2007 12:24 am |
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Given that this map is so huge that our "LR Gun" mod won't reach the other side of the map, I think it needs some portaling.
It does have a couple areas of concentrated trees, but it's not really that "busy" I guess you could say. I'm not using any FX at all either.
I've always thought that big maps would need portaling, but now I'm wondering when and if it is really necessary in my case?
I'll post an updated version when I can. Might be a few days or so though. |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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