EAS-INF-Sahara

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keihaswarrior

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Freon said:
Well, the missile is Chinese, but KW maps takes place in desert, so I thought an Iraqi flag would be better. Anyway, you can replace it as you like. I'm pretty sure you can apply the "jungle" texture to the truck as well.
Oh btw, it is going to be in Lybia. But I don't think it should be hard to make the iraq flag into a little green rectangle :)
 

keihaswarrior

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{GD}NTKB said:
Cant you just make a tiny brush that is a sheet and put a texture of a keycard on one side? :con:
Oh, I didn't know it was that easy because I didn't know that you can do this:----------vvvvvvvvvvvvv

fist_mlrs said:
shure you can, and to convert it to a mesh you can just use good ol'e meshmaker

I guess, I'll just go learn how to use the meshmaker...
 

Fat Marrow

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Feb 27, 2002
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keihaswarrior said:
Oh, I didn't know it was that easy because I didn't know that you can do this:----------vvvvvvvvvvvvv

I guess, I'll just go learn how to use the meshmaker...

It's very easy, so long as you call your generated .u file something different to the .utx file you use with it (<-found out the hard way).
 

keihaswarrior

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:( :(

I am having trouble. No matter what I do, my map gets awful performance against maps of comparable polycount. In the screens below, My map has ~330 polys but the frametime is through the roof. Dunes however, has about the same polycount ~330 but its frametime is just fine.

I don't get it, what could I have possibly done in my mapping newbishness to screw my map so badly?

I will probably have to start over no matter what, but I would like to avoid whatever error I made with this map.
 

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das_ben

Concerned.
Feb 11, 2000
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Errr... wait a minute there. I never pay attention to that value, the real framerate [from the timedemo] is the way to judge the map performance. An average of 24 FPS isn't too shabby, what's the lowest FPS you've run into [gets shown at the end of a timedemo]?

One thing that really kills performance is lighting. An average polycount of 350-400 is considered standard these days, if it runs too slow the problem most likely is in the lighting. Can't really comment on yours without having a look at the map in the editor though. Are you using many lights with small radii or a few lights with huge ones?
 

keihaswarrior

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Reaper, the timedemo doesn't display accurate FPS. The frametime is much more accurate. The only reason why the timedemo fps says 24 is because the computer is so completely bogged down, that it hasn't updated that in a while. Trust me, my level in that screen is getting LESS than 1 FPS.
 

Freon

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Jan 27, 2002
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Well that's odd :hmm:
Try to keep to polycount lower (like in Dune), and use less lights. Ambiant lights work better for large outdoor maps (have a look at TTR for that).
 

keihaswarrior

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Freon said:
Well that's odd :hmm:
I think so too, but that doesn't help!! :p
Try to keep to polycount lower (like in Dune)
If you look closely, the polycount in my map is 338 and dunes is 334. So I don't see how the polycount is the problem. :confused:

and use less lights.
I have about 250 lights. Which is less than a lot of INF maps...

Ambiant lights work better for large outdoor maps (have a look at TTR for that).
What do you mean by ambiant? Are you referring to the Zoneinfo light in Level properties? Or is there some kind of ambiant light actor that I can place in my level?
 

das_ben

Concerned.
Feb 11, 2000
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Take a look at Dunes to see how I handled outdoor lighting. It's a mixture of very few light actors with large radii and zone lighting [ambient light] to get rid of lighting artifacts. Really sounds like your problem lies in the lighting.
 

keihaswarrior

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RtK has 291 lights, but Alpha9 used Spotlights instead of Staticspots. So I am changing all my lights to Spotlight and rebuilding the lighting... Ok, well it is 2:30 in the morn, so I'll let you know how it works out tomorrow. Thx for the help.
 

Fat Marrow

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Feb 27, 2002
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I'm not sure that making them spotlights will have too big an impact. Another thing to consider is that performance is not directly proportional to poly count (if anything, the node count is more indicative of performance -- so I understand). Also, further to what Duke said in another thread, the way that your BSP gets chopped up has a big impact on performance; if you've made your terrain too complex, that could affect the FPS.

One last thing -- I've always found terrain to cause slowdowns if you have a large expanse of it in view at any time, regardless of other factors. You may have to find ingenious ways to block off parts of the terrain from other parts; possibly make the dunes in the middle higher?
 

NTKB

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Aug 25, 2001
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Sounds like BSP fuxx0r. You might have bit off more than you can chew for your first map. Try ****ing with the lighting to see what happens. Next time I suggest building and testing often so you can see these things wayyy in advance and just undo whatever you did to **** your FPS rate. Polys arent the say all on preformance BTW. Nodes mean alot more...
 

Freon

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The way BSP gets chopped up doesn't matter. Just look at the screen shots, the node count (the REALLY important factor) is the same for Dune and your map.

Anyway, what I mean is the total polycount in your map (unreal only displays the visible ones). Even when something should be blocking your view and the polycount is low, your FPS can be very low.