UGX-Mods
Call of Duty 5: World at War => Help Desk => Mapping => Topic started by: ville88 on January 22, 2016, 09:31:02 am
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Why need portals in MAPS? Sorry for my English, and sorry for the stupid question))) But I want to know
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Why need portals in MAPS? Sorry for my English and sorry for the stupid question))) But I want to know
Portalling a map tells the game what to load when the player is in a certain area. It makes performance better on a map. Say you have an underground room, it won't be loaded in unless the player sees it. The less the game loads, the better. :)
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Portalling a map tells the game what to load when the player is in a certain area. It makes performance better on a map. Say you have an underground room, it won't be loaded in unless the player sees it. The less the game loads, the better. :)
Thank you! Good explain for me))
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when it comes to efficiency, the biggest let down is usually when engines are rendering things even tho you cant see them in your view. This is what it stops.
Also if you have "models popping in and out" from a visible distance - it is also due to not having portals. Stevie "had" to portal oil rig coz we could see shit reappearing just as we came up to it, was proper bad
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correctly? ! No longer available (http://www.youtube.com/watch?v=wggpDjKWdoU#)
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correctly? ! No longer available (http://www.youtube.com/watch?v=wggpDjKWdoU#)
Looks good to me. ;)
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correctly? ! No longer available (http://www.youtube.com/watch?v=wggpDjKWdoU#)
You'll mostly notice if it's done correctly, as the framerate should be increasing ingame.
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You'll mostly notice if it's done correctly, as the framerate should be increasing ingame.
Hi Exofile,
I have a question ?
I don't know if I get it correct but as example: when you get framerates that is also different between what for pc (computer) you have, think I
example:
for someone that has a better computer hi will get less framerates right ?
or is it wrong what I'm telling now ? I don't know much about the framerates (think I :P) but I have it sometimes on my City of Hell map because for some reasons that I don't have portals in that map :(
I got a second question, I have searched for about how portals will work but I can't understand how they working, if I get right some people say that it has a sequence to make it.
I know there are 2 diffrent portals right ?
because in my next map I'm going to make that will have a medium / large map and that would sins as those do not have any portals that I still do not understand it well. :(
sorry for bad english.
I am still learning with mapping etc. :) Thanks in advance.
best regards,
- Gamer9294
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Hi Exofile,
I have a question ?
I don't know if I get it correct but as example: when you get framerates that is also different between what for pc (computer) you have, think I
example:
for someone that has a better computer hi will get less framerates right ?
or is it wrong what I'm telling now ? I don't know much about the framerates (think I :P) but I have it sometimes on my City of Hell map because for some reasons that I don't have portals in that map :(
I got a second question, I have searched for about how portals will work but I can't understand how they working, if I get right some people say that it has a sequence to make it.
I know there are 2 diffrent portals right ?
because in my next map I'm going to make that will have a medium / large map and that would sins as those do not have any portals that I still do not understand it well. :(
sorry for bad english.
I am still learning with mapping etc. :) Thanks in advance.
best regards,
- Gamer9294
If I understood your first question correctly, you're asking me if the framerate is affected by the performance of your PC? The more frames you have, the smoother gameplay you'll get. You want as high of a framerate as you can get. And with this, the better your PC is, the better your framerate tend to be.
For your second question, I have never portalled something myself. I'm not too sure about how you actually do it, but I know what portalling does. I suggest you look up tutorials for it on youtube, or google. Most certainly there are some help posts here on UGX referencing to how you portal a map. Sorry I can't help you any further. ;)
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If I understood your first question correctly, you're asking me if the framerate is affected by the performance of your PC? The more frames you have, the smoother gameplay you'll get. You want as high of a framerate as you can get. And with this, the better your PC is, the better your framerate tend to be.
For your second question, I have never portalled something myself. I'm not too sure about how you actually do it, but I know what portalling does. I suggest you look up tutorials for it on youtube, or google. Most certainly there are some help posts here on UGX referencing to how you portal a map. Sorry I can't help you any further. ;)
thank you for comment back :)
yes thank you man, yeah I run 90 fps in custom zombies but some moments on my map it is lagging and then I see that my fps is around 60/70 for few seconds then it returns back to 90± fps (fps = frames pair second) I don't know if it is the same as framerate xD
btw thank you for the comment 8)
okay thank you very much man, I will going to search it about portals :D
best regards,
- Gamer9294
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Looks good to me. ;)
Dont want to be a dick right here, but i'm not sure how effective those portals are when you can Always see them. There should be structural brushes to obstruct the players view.
When you see a portal, it's getting drawn and models, terrain and detail-brushes 'dont exist' for portals. You look 'straight through them'..
So what i'm seeing from your vid, most portals are visible to the players anyway so they wont do much good.
Somebody correct me if i'm wrong please, but this is how i Always thought it worked.
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for outdoors map its hard to obstruct the view of all portals, surely the player wont render the ENTIRE map like they did before having zero portals. For a first time trying to do them he make a better job then me, this is also why my futuristic map is indoors, since all the DOORS area hidden behind a wall or a corner not more then 2-5 areas of 100+ is drawn at any single moment saving many frames.
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Dont want to be a dick right here, but i'm not sure how effective those portals are when you can Always see them. There should be structural brushes to obstruct the players view.
When you see a portal, it's getting drawn and models, terrain and detail-brushes 'dont exist' for portals. You look 'straight through them'..
So what i'm seeing from your vid, most portals are visible to the players anyway so they wont do much good.
Somebody correct me if i'm wrong please, but this is how i Always thought it worked.
Well yeh, there is a limit to how efficiently he can portal this particular map since it's almost entirely outdoors and almost everything is visible. But if he's not looking at a certain building from how he's portalled it, it shouldn't be rendered (like for example if he has his back to one of the buildings or w/e) which is about as good as he can reasonably hope to get it. Of course if he added some huge structural brushes that obscure his view he could portal it 'better', but that kind of ruins his map lol.
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I'd agree that it was a good job. He's isolated the buildings which should help a great deal, and for the most part has separated his map in a decent fov. Only ways to improve it, I think, would be to do some more fov portalling. From each area you can't see around the corners, so you could angle a portal in the corner areas as well, but could prove difficult, here and there. Blackjackjonnyy briefly covers that in one of his videos.