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FMC Senior Member


Joined: Oct 07, 2004 Posts: 612 Location: Germany
Status: Offline
Clan: «eS][Clan»
Nick: «eS][FMC»
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Posted: Sat Jun 04, 2005 9:02 pm Post subject: [UT2004 CTF] eS][Tarantula |
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After finishing CTF-eS][Anuket I thougt it feels a bit lonely on our servers as the only one map with the eS tag So I started making a second CTF map
I want to present you
It's only a small map, but I think it could be fun playing it. The main theme of the map is a kind of web over a lava field, so be careful and watch your step
I had sometimes lag when playing the map but dunno if it was caused by my new keyboard or by errors in the map.
@Miszt: hope your comp is still running and you'll find a matching music for the map.
@Lom: Maybe you can put the map to the server so we can test it tomorrow.
Last Edit: October 24, 2005 (beta 5 version uploaded) |
Last edited by FMC on Mon Oct 24, 2005 4:07 pm; edited 4 times in total |
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Nirvana Newbie


Joined: Jun 03, 2005 Posts: 9
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Posted: Sat Jun 04, 2005 10:09 pm Post subject: |
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yeah its a fun map :d
but i fall to much P)  |
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LombudXa «eS][Clan Leader»
![«eS][Clan Leader» «eS][Clan Leader»](/modules/Forums/images/ranks/leader.jpg)

Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Clan: «eS][Clan»
Nick: «eS][LombudXa»
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Posted: Sat Jun 04, 2005 10:42 pm Post subject: |
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K, uploaded unto the servers We can play it tomorrow already  |
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ScorpioProX «eS][Clan Member»
![«eS][Clan Member» «eS][Clan Member»](modules/Forums/images/ranks/member.jpg)

Joined: Aug 21, 2004 Posts: 955 Location: Within darkness you will find me.
Status: Offline
Clan: «evolved Systems»
Nick: «eS][ScorpioPro»
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Posted: Sat Jun 04, 2005 11:55 pm Post subject: |
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NEW MAP NEW MAP NEW MAP!!!!
:d
I will try it slow...maybe i wont fall...  |
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Safety, the feeling you have before you realized I'm there too.  |
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miszt «eS][Forum Moderator»
![«eS][Forum Moderator» «eS][Forum Moderator»](/modules/Forums/images/ranks/mod.gif)

Joined: Sep 09, 2004 Posts: 774 Location: Somewhere in Space (usually)
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Posted: Sun Jun 05, 2005 3:13 am Post subject: |
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wow lookz really nice! am sure I can find somthing for that  |
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one of Gods own prototypes, a high powered mutant of some kind, never even considered for mass production. To weird to live, and to rare to die. |
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INIQUITOUS Ex. «eS][Clan Member»
![Ex. «eS][Clan Member» Ex. «eS][Clan Member»](/modules/Forums/images/ranks/ex_member.gif)

Joined: May 12, 2005 Posts: 401 Location: Barcelona
Status: Offline
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Posted: Sun Jun 05, 2005 1:14 pm Post subject: |
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it looks very nice, ill try n downlaod it from one ofthe servers then ill have a look into the FPS for u, mayb you could improve the FPS by using anitportals? not too man yplaces too put them tho, you might have to think about raising a section or two if the FPS go down too much. lava is always a FPS killer too  |
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LombudXa
Joined: Jul 07, 2004 Posts: 2583 Location: omnipresent
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Clan: «eS][Clan»
Nick: «eS][LombudXa»
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Posted: Sun Jun 05, 2005 3:47 pm Post subject: |
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Yeah the FPS is too low also on my system. There needs to be an improvement  |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Sun Jun 05, 2005 3:49 pm Post subject: |
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yeah i downloaed it and the FPS do suck im afraid ill take a look in the editor if u want and see what can be done  |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Sun Jun 05, 2005 4:15 pm Post subject: |
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ok i had a looked and iom afraid right now i cant think of many ways to improve the frame rate except:
1. dont use emitters, they really slow the FPS.
2.zone fog might have to go
the problem is the map is open and the computer ahs to render eveyrthing. in maps like Tokora Forest it is split up by having big trees and walkways with antiportals in them, so the computer doesnt render anything behind them.
in maps like BR-Colossus it has a rasied sectio nin middle and the terrain contains antiportals.
u will prob hav to redisgn the layout, mayb hav some rasied areas. oreven duplicate the room, make it smaller and make a connecting area, (mayb some cave system). take a look at how they got huge maps to work. especailly ONS one. u wil find that in every1 sumwhere there is somethin in the centre that blocks view slightly so the com doesnt hav to redner everything, mayb raise the central platform?? (like apillar type thing)
ill keep looking into it for u and see waht else i can come up with. |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
Status: Offline
Clan: «eS][Clan»
Nick: «eS][FMC»
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Posted: Sun Jun 05, 2005 4:56 pm Post subject: |
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I wonder why the map has a filesize of about 11 MByte (Anuket is bigger and has only 4 MByte). It tooks a long time to build the pathes and reachspecs in it, maybe this is a cause why the map is slow. I try to change the pathnodes to fix it.
| INIQUITOUS wrote: | ok i had a looked and iom afraid right now i cant think of many ways to improve the frame rate except:
1. dont use emitters, they really slow the FPS.
2.zone fog might have to go |
I can remove some emitters, this should be no problem. But I like the fog, and AFAIK using fog is better in large maps, because the engine has not to render things that are hidden by the fog. I read something like this on a tutorial site.
Well, I think about changing the geometry for adding a anti portal. |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
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Posted: Sun Jun 05, 2005 5:40 pm Post subject: |
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hey, ok, ithe fog has to be so thick so that not one tiny part of anything is showing or it wil render the entire thing, if it can see one tiny bit of any surface or brush or mesh it wil render the entire thing. have u tried playing in rmode 1? type "rmode 1" in console to see waht is being rendered. type "rmode 5" to get back to normal view. pathnodes/bot pathing does not affect FPS. but it does make the filesize bigger as does lighting effects. after a map reaches xmb (not sure how much) the file size jumps for no apparent reason, no1 knows why this is but ignore it, , i like the fog too btw, but try it without and see if it makes a difference to ur FPS, if it doesnt make a big difference then keep it type "stat fps" in console to see the FPS, when it gos pink or below, it is bad lol. i believe urs was in the red at sum points (very very low).
although tokora forest FPS does go down to 19 (pink zone) at some places.
how bout you put te flag in the centre of the web and make the web and lava area alot smaller. then duplicate it for the other team base and hav a connecting tunnel system of som sort?and maybe another central area (smaller ofcorse) where there is risk of falling in lava. jsut an idea i thought of. (you would b able to keep the emitters and fog and lava that way) anyways hope u dont mind but i asked my friend to have a look too to try n help you with the FPS, she is better than me even!! so she should come up with sumthinngs ive missed  |
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FMC
Joined: Oct 07, 2004 Posts: 612 Location: Germany
Status: Offline
Clan: «eS][Clan»
Nick: «eS][FMC»
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Posted: Sun Jun 05, 2005 6:29 pm Post subject: |
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Thank you Ini for helping me
AFAIK a brush needs more engine resources than a static mesh, so I try to convert the web into a static mesh (ATM the web is made of 50 brushes) and I'll use for doing it. Hope I finish it before next sunday. |
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HazelH Junior Member


Joined: Apr 30, 2005 Posts: 82
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Posted: Sun Jun 05, 2005 7:52 pm Post subject: |
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Nice Map
Your FPS problem seems to be caused by a mixture of things:
- There is a large sheet with an animating lava texture. You could try using a fluid surface with a non-animating texture instead
- There are a lot of emitters especially in the middle area
- The terrain covering the floor and ceiling is very high detail, and there is a projector pointing at the ceiling terrain.
Zone fog shouldn't cause any big problems.
Good luck, I look forward to seeing it when its finished  |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
Status: Offline
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Posted: Sun Jun 05, 2005 8:53 pm Post subject: |
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| FMC wrote: | Thank you Ini for helping me
AFAIK a brush needs more engine resources than a static mesh, so I try to convert the web into a static mesh (ATM the web is made of 50 brushes) and I'll use for doing it. Hope I finish it before next sunday. |
remember that if u made it one big mesh, then the com would hav to render it all still, u could try making several smaller meshes. good luck. yeah what hazel said. the projector is having to b rendered on x amount of triangle surfaces, that wil casue lots of fps loss. ur terrain is too complicated. try n get teh same effect with a mesh or somthing  |
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INIQUITOUS
Joined: May 12, 2005 Posts: 401 Location: Barcelona
Status: Offline
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Posted: Thu Jun 30, 2005 4:28 am Post subject: |
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hey FMC just wondering how this mpa is coming along. can we expect another beta any tiem soon?  |
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