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Call of Duty 5: World at War => Help Desk => Mapping => Topic started by: fanmagic on January 18, 2017, 01:25:18 pm

Title: Better performance
Post by: fanmagic on January 18, 2017, 01:25:18 pm
What can I do to increase the performance/FPS in my map? I've portaled the map already but I think that maps with tons of fx have more FPS then my map with only 5 rooms ???

Any help is greatly appreciated.
Title: Re: Better performance
Post by: smasher248 on January 18, 2017, 02:05:48 pm
What can I do to increase the performance/FPS in my map? I've portaled the map already but I think that maps with tons of fx have more FPS then my map with only 5 rooms ???

Any help is greatly appreciated.

portaling is the best thing you can do, i wold tell you to make faces that dont need rendered the caulk texture, but if your portling, then you already know that, short of that, there isnt much you can do.
Title: Re: Better performance
Post by: fanmagic on January 18, 2017, 02:13:08 pm
portaling is the best thing you can do, i wold tell you to make faces that dont need rendered the caulk texture, but if your portling, then you already know that, short of that, there isnt much you can do.
Thanks.
Title: Re: Better performance
Post by: johndoe on January 18, 2017, 03:07:37 pm
Consider using hint and skip brushes too. I'm surprised nobody uses those since they are used on all quake based engines like id3 and source.
Title: Re: Better performance
Post by: codmoddd1234 on January 18, 2017, 06:24:41 pm
Make lod versions for large models.
Use kvp no_collmap 1 to remove the coll map from models outside the playable area. Ex grass and trees outside playable areas.
Use the noshadow checkbox/kvp on models outside the playable area. Ex. Grass and trees outside playable area.
Use detail and non colliding brushes when possible.
Use console command
r_singlecell
r_lockpvs
To see what areas are being loaded ingame when your inside a portal or bsp split.
Check your console when fps drops. Sometimes it gives a red or yellow warning about too many verts or models ect.

Any "node without volume" errors when compiling?
Title: Re: Better performance
Post by: fanmagic on January 18, 2017, 07:59:49 pm
Make lod versions for large models.
Use kvp no_collmap 1 to remove the coll map from models outside the playable area. Ex grass and trees outside playable areas.
Use the noshadow checkbox/kvp on models outside the playable area. Ex. Grass and trees outside playable area.
Use detail and non colliding brushes when possible.
Use console command
r_singlecell
r_lockpvs
To see what areas are being loaded ingame when your inside a portal or bsp split.
Check your console when fps drops. Sometimes it gives a red or yellow warning about too many verts or models ect.

Any "node without volume" errors when compiling?
I only get 'Texture repeats too often' when compiling but no other errors.
And sorry for the question but what are 'colliding brushes'. I know that these are brushes but how can I use them? ???
Title: Re: Better performance
Post by: codmoddd1234 on January 18, 2017, 08:16:00 pm
Non colliding (right click in radiant)brushes are probably not going to your solve fps. It just makes the brush not add to the bsp and is non colliding ingame. If you use detail, structural, non colliding ect. The brush will hold values until you set it back to structural(default). You can tell them apart by the color in the radiant grid. Blue structural, orange is detail, black is non colliding ect.
//
Try to fix the texture repeats too often error. Select brush. Press s. Try different settings. Sometimes you need to press shift L and reapply the lightmap. If you cant fix them, put them in a new layer in radiant and then hide and ignore them. Compile and see if those brushes are lowering your fps.
Title: Re: Better performance
Post by: fanmagic on January 18, 2017, 08:21:30 pm
Non colliding (right click in radiant)brushes are probably not going to your solve fps. It just makes the brush not add to the bsp and is non colliding ingame. If you use detail, structural, non colliding ect. The brush will hold values until you set it back to structural(default). You can tell them apart by the color in the radiant grid. Blue structural, orange is detail, black is non colliding ect.
//
Try to fix the texture repeats too often error. Select brush. Press s. Try different settings. Sometimes you need to press shift L and reapply the lightmap. If you cant fix them, put them in a new layer in radiant and then hide and ignore them. Compile and see if those brushes are lowering your fps.
Ok, thank you. I'll try.

Double Post Merge: January 19, 2017, 03:07:11 pm
I get tones if these error when the fps goes down
'Error: Sound alias weap_usp45_fire_plr is 3d but has a multichannel asset'
How can i fix this sound error? ???