UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

mapping efficiency

broken avatar :(
Created 12 years ago
by jei9363
0 Members and 1 Guest are viewing this topic.
2,324 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 16 June 2013
Last active: 4 years ago
Posts
1,005
Respect
Forum Rank
Zombie Colossus
Primary Group
Mapper
My Groups
More
My Contact & Social Links
More
Signature
Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
×
jei9363's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Mapper Has released one or more maps to the UGX-Mods community.
jei9363's Contact & Social Linksjayingardiajei9363jei9363
how would you rank these in their contribution to memory usage and ability to produce lag? just curious.

terrain patches

curve patches

brushes

xmodels
broken avatar :(
×
broken avatar :(
☭ Soviet Commander ☭
Location: us
Date Registered: 13 August 2012
Last active: 10 years ago
Posts
2,789
Respect
Forum Rank
King of the Zombies
Primary Group
Community Daedra
My Groups
More
My Contact & Social Links
More
Signature
Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

-Linus Torvalds
×
daedra descent's Groups
Community Daedra
Community Daedra
daedra descent's Contact & Social LinksBlueSoviet
Assuming that their all the same size...

from least to greatest:

1. terrain patches/curve patches

2. brushes

3. Xmodels

As far as i know, the game only renders one side of a patch so thats only one surface, a brush then has 4 sides and 4 surfaces to render, and an xmodel kind of depends on which xmodel were talking about, but i assume that most of the time its more than a brush.
broken avatar :(
×
broken avatar :(
RadihaX
Location: caCanada
Date Registered: 2 September 2012
Last active: 5 years ago
Posts
978
Respect
Forum Rank
The Decider
Primary Group
Mapper Elite
My Groups
More
My Contact & Social Links
More
Signature
Overrun
Lockdown
Overrun (Black Ops Mod)
Snowglobe
Leviathan
Abandoned School
Ski Resort
Leviathan Redux
×
JBird632's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Elite Has shown excellence and experience in the area of custom mapping in the UGX-Mods community.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
JBird632's Contact & Social LinksJBird632JBird632JBird632JBird632JBird632Mapper
the game only renders one side of a patch so thats only one surface
That depends on the texture, if the texture is a two sided texture then it will render both sides.
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 16 June 2013
Last active: 4 years ago
Posts
1,005
Respect
Forum Rank
Zombie Colossus
Primary Group
Mapper
My Groups
More
My Contact & Social Links
More
×
jei9363's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Mapper Has released one or more maps to the UGX-Mods community.
jei9363's Contact & Social Linksjayingardiajei9363jei9363
another question..

does making repetitive scenery in your map prefabs save on memory?



did I save on memory by making one Titan Barrel a prefab, and copying it throughout the map? as oppose to if they were all stamped in?

or does it only save time?
Last Edit: April 13, 2014, 06:41:12 pm by jei9363
broken avatar :(
×
broken avatar :(
Location: de
Date Registered: 6 August 2012
Last active: 6 years ago
Posts
277
Respect
Forum Rank
Mr. Elemental
Primary Group
Scripter Elite
My Groups
More
×
YaPh1l's Groups
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
YaPh1l's Contact & Social Links
Prefabs are "stamped" upon compile.

- Phil.
broken avatar :(
×
broken avatar :(
drago
Location: mx
Date Registered: 5 July 2013
Last active: 7 years ago
Posts
941
Respect
Forum Rank
The Decider
Primary Group
Member
My Contact & Social Links
More
×
jjbradman's Groups
jjbradman's Contact & Social Linksjjbradmanjjbradmanjjbradman
i think the real order is
from the least to the greatest
1-xmodels
2-brush
3-terrain/curves

because xmodels doesnt have collision or use a simplified coll map so it doesnt have to calculate collision for all its faces
then brushes have the feature that the compiler will delete hidden brush sides but they have collision so thats more memory use for your gpu
and finally terrain patches, the same amount of faces you have is the same ammount of collision it has, also terrain tends to be blended which means another patch with same quantity of verts and compiler doesnt remove any faces from a terrain curve patch so i think that would  be the order.

 
Loading ...