Problem: lagg on map, and long compile times

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One_ar

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Hey, I'm making a map:

It's a harbor (6100x 4400 units):

-10 not very big houses...(about 500 x 500 x 300 units)
-5 displacement brushes (covers the half of the map..(bottom of sea, and some grass on land...)
-3 displacement brushes in 3D skybox
-sea, outside the harbor.. (3800 x 2400 units)
-8 spotlights with Point_spotlight
-60 props....models of all kind (from hl2, not home made)
-3d skybox about 1000x 1000 units
-sea in 3d skybox 900 x 400
-Light_env (with brightness strenght to 6 and ambient to 4, so it would be dark but not total black)

My problem is that some places on the map I get down in 14 fps, and then it really doesnt look good....and since I'm not even finsished with the Map I started worrining.....and, no its not my computer, played Hl2 at these settings, and I thought it was great....very little lagg....

What could I do to fix these lagg problems?

(what tweak or changes...)

(something else, while I'm at it...it takes Hours to compile it on Normal vis and rad...so I use fast..then it takes about 12 mins...)

what happens when I use fast vis and rad....is it bad..or could I just use fast..??
 
That doesn't tell me much about *how* you made the map. And as such, I don't think anyone can help you.
 
Yeah, know I didn't show you how I made it, but I guess someone could tell me some hints to making good maps, that doesn't lagg...

Or is that too much to ask for?
 
First off you want to use Normal for all compile settings to make your map look the best possible. Next, did you properly use func_detail brushes? Brushes like the sea floor that have nothing under them except your skybox (or some other all-enclosing box) should be func_detail brushes. Basically, the difference between a structural brush (default setting of a new brush) and a detail brush is that the detail brushes are not taken into account when the vis calculation is performed. In less technical words, this means that if you make a large wall out of a func_detail brush and place a building behind the wall, the game engine will still render the building even when you're staring straight at the wall. However, if the wall remains a structural brush then it will be taken into account when the vis (visibility) calculations are performed, thus telling the engine that when you stare at the wall it should not render anything behind it. To create func_detail brushes, select all the brushes you want to be detail (or do them individually, it doesn't matter) and press control+t then in the class box at the top type func_detail and apply the setting.

Some information about where your FPS are the lowest would be helpful as it would be easier to tell if it's a shader or structural problem (both are only examples; it could be something completely different).

Hopefully this helps. =)
 
thx for the help Xenethyl, really helps having people eager to help in stead of complaining about the threads or whatever (hate posters like Dead-Inside)

have made something into detail.but not the real big brushes that covers most part of the map....will try to make them func_detail now
 
One_ar said:
thx for the help Xenethyl, really helps having people eager to help in stead of complaining about the threads or whatever (hate posters like Dead-Inside)

have made something into detail.but not the real big brushes that covers most part of the map....will try to make them func_detail now

Wtf, you hate posters like me? Who kind of want a screenshot so he can help you more thurally? (Seeing as how you gave a lot of information which noone really needed, nor wanted, to help you).

But hey, thanks for being such an asshole :) I'll be sure not to help you next time :cheers:
 
Not everybody wants to release screens of their WIP....but I got the help I needed...

And the meaning of writing my stuff on the map was to show that I didnt got 100 lights and such stuff...so thats not the reason for my map lagging

My point was not to be an asshole, but to say that if you got some info on making a map go smoother give it to me, or if not...don't bother...;)
 
no need to flame people...More detail provided = More help...
Yes we are all prop paranoid about people stealing ideas but you have to accept that risk if you want some good help...

Only GENERAL points there are, ar to use lighting effectively, cut down on carving (to a minimum) and lower number of world brushes help...Also when it comes to props: http://valve-erc.com/srcsdk/Levels/prop_types.html

A site that tells a lot...
 
alright well if you're not willing to divulge a screenshot of even just your world brushes, all i can say is, use areaportals, they will help you more than any other optimization, but implemenation can be very tricky depending on your layout.
 
One_ar said:
thx for the help Xenethyl, really helps having people eager to help in stead of complaining about the threads or whatever (hate posters like Dead-Inside)

have made something into detail.but not the real big brushes that covers most part of the map....will try to make them func_detail now

No need to put Dead-Inside down. Basically he was saying that based on the information that you provided (no screenshots) it would be hard for someone to give you any help. While screenshots would have been helpful, I doubt that he was trying to be mean or complain.

Anyways, you're welcome and I am glad that I could be of assistance. Good luck to you and I hope you get your FPS problems sorted out. If you have any other questions feel free to ask them.
 
Its kinda hard to help if you dont see the map , but first thing to do when your map lags is checking where it comes from , just enter +showbudget in you console and you see what is causing this ,because its not how many buildings you have but how many you see at 1 time , now with all the new stuff in hammer you need to watch more things than just the polycount but what killed the framerate in my map whas the point_spotlights , in the settings you can turn dynamic light off and they still look cool but dont cost as much horse power:)

Also i had long compiling times because my map was 1 big box with buildings in it , hammer doesnt like that to much.
 
ganjaman™ said:
Its kinda hard to help if you dont see the map , but first thing to do when your map lags is checking where it comes from , just enter +showbudget in you console and you see what is causing this ,because its not how many buildings you have but how many you see at 1 time , now with all the new stuff in hammer you need to watch more things than just the polycount but what killed the framerate in my map whas the point_spotlights , in the settings you can turn dynamic light off and they still look cool but dont cost as much horse power:)

Also i had long compiling times because my map was 1 big box with buildings in it , hammer doesnt like that to much.

What do you mean with "One big box with buildings in it"?
 
When I use+showbudget, I see that the dynamic light takes a lot of framerate

So I will try to do what you did with the point_spotlights, ganjaman...

I also wonder about the same thing as Dead-inside

"One big box with buildings in it"?
 
One_ar said:
When I use+showbudget, I see that the dynamic light takes a lot of framerate

So I will try to do what you did with the point_spotlights, ganjaman...

YEAH!, now my map is at normal framerate..thx mate.. :thumbs:

(to the ones thought that the info in the beginning wasn't any help....sorry, but you were wrong....It helped...)
 
Hehe cool , its because i had the same thing.

When i say box i mean , you make a map and when your done you build a big box (cube) around your map , ofcource this would be an outdoor map.

Here a top view picture to explane it a bit better

http://www.teddy.cistron.nl/box.jpg

I have been told , the bigger the box is around your map the longer it takes to compile.
Thats why its better to build your map up from more boxes (cubes) rather than 1.

Hope this makes sense:) , if im wrong someone correct me!
 
I thought I got it..(when you say box you mean Skybox...right??)

You say its better to have two skyboxes, instead of blocking the way with two walls, you just leave an opening in the skybox...to the next part of the map...Thats correct...

(but I can't do this, cause I don't have the same type of map...my map is one big area not two..;))
 
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