[CDG] bongobreak
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« on: June 10, 2010, 05:30:54 PM » |
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Hi mappers  I wonder if someone could help me with a map I'm working on at the moment. It is my latest movie based map - based on the movie 'Way of the Gun' (2001) It features the Mexican brothel where the massive shootout takes place at the end of the film. I have painstakingly recreated every detail possible, and I was very pleased with the nearly finished article, until I jumped in to test - performance in the red, all the time  I have used occ. blocks anywhere I can where it doesn't interfere with visuals etc. and I have a good grasp of what occlusion blocks do and have used them with pleasing results on lots of my earlier maps, but this map is proving very tricky. I'm on the verge of giving up with it, which would be heartbreaking for me as I have invested many weeks on it already, but I just cannot seem to get the performance down into the yellow, let alone green - it's firmly in the red. The nature of the structures is such that using occlusion in the walls is impossible as it is constructed of single thickness colonial fencing and cannot be double thickness due to other issues like passage ways and resource count etc. I am reluctant to tear it apart and build with double thickness walls as this would lead to resource issues instead. I'm well and truly stuck. If there is anyone who would like to take a look at it, please let me know here, and I will publish it briefly so you can grab it. If it really can't be done then I will have to accept that it is just too ambitious (not for me, for the lousy game limits lol) and call it quits. Here are some screenshots from the movie to show what I'm aiming for:       Thanks in advance fellow mappers 
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(CDG)CaptainDEEZ
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« Reply #1 on: June 10, 2010, 05:36:12 PM » |
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Next time I'm on, I'll take a look at it.
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[CDG] bongobreak
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« Reply #2 on: June 10, 2010, 05:54:28 PM » |
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Thanks DEEZ, most appreciated.  Because I am on and off PSN at varying hours these days, I will publish it now, that way anyone can grab it - it will of course be hugely dissappointing to those that download it hoping it's playable, as the spawns are way up in the air lol, and the fall is most definitely fatal  It is now published under the name Way of the Gun test
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Robeir1983
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"don't worry, be happy"
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« Reply #3 on: June 10, 2010, 06:07:05 PM » |
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Unfortunately I'll be unable to help you with this, barr from saying it may help puutting Occ blocks above the whole thing removing the shadows but that could ruin the effect you're after.
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[CDG] bongobreak
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« Reply #4 on: June 10, 2010, 06:23:12 PM » |
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Thanks Rob, any help is appreciated.  I did try that, and while it does remove shadow effects, it also produced some strange visuals while inside the building - eg. there is bright sunshine even when your under a roof structure - it seems to have the effect of making the roof transparent to only sunshine - wierd 
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(CDG)2110
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ill change everything, watch.
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« Reply #5 on: June 10, 2010, 11:09:09 PM » |
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sorry i cant help you. im pretty bad at the occ block part of mapping. it was a godsend that salvage didnt lagg at all. no joke, in an online game, it has little or no lagg at all.
nevertheless, i cant say more than try to cover most of the walls and areas that people cant see through. like a container in the middle of the map. the container blocks the other side of the map that the player can see, so add an occ block there.
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[CDG] bongobreak
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« Reply #6 on: June 10, 2010, 11:44:17 PM » |
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Thanks FC302, I appreciate your input  Not sure if you've had a look at the map, but the main problem is the thin walls (colonial fences) and floors (fishing quay walkways) of the building itself - whenever you turn to face the building from outside, the performance indicator jumps to the red. There is a lot of detail and items packed into a fairly small building. It's even worse when you enter the building. It isn't really avoidable either, unless I drastically compromise on the detail and design - which I am reluctant to do as it's quite a nice design and visually works very well. I've stared at it for hours and apart from starting again and making it very much bigger (ruining the scale) with thicker walls and floors etc (to include occ. blocks), I can't see a way through - I hate being beaten by the editor - if only they made the occ. blocks really thin, but oh well, it looks like I'm going to have to admit defeat. Ouch, that hurts lol  I'll leave it on ubi server in case anyone has a brainwave - but I'll probably delete it sooner rather than later 
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« Last Edit: June 11, 2010, 02:34:15 AM by [CDG] bongobreak »
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(CDG) Pounded_by_slave
The Occlusion Blocker
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« Reply #7 on: June 11, 2010, 05:36:32 AM » |
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I'm going to have a got at occlusion blocking now. If reducing the lag much on is possible on this map without deleting loads or creating occlusion problems, I can do it.
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(CDG) Pounded_by_slave
The Occlusion Blocker
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« Reply #8 on: June 11, 2010, 06:09:43 AM » |
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Right, im going to occlusion block your ceiling now. Your stairs lag A LOT, they willl need replacing otherwise the map wont be playable & I think you will need to delete the explosives because they will create a lot of lag when they explode. Dont do that yet though cos i'm not done yet.
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[CDG] bongobreak
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« Reply #9 on: June 11, 2010, 10:34:11 AM » |
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Thanks for taking the time to look at the map PBS  You say the stairs will need replacing - I'm assuming you mean the fort stairs from the ground floor to the first floor, and not the wooden stairs from the first floor to the roof. It would be a shame to lose the stairs because they link rather well with the fort archways etc - I had thought of this, but I couldn't figure out an alternative due to the width of the fort stairways being quite narrow. If a minor re-design is necessary here then I could live with that  I also tried to occlude the ceiling too, but due to the width of the occ. blocks there was always some visual problems - disappearing walls etc - you've probably noticed the concrete fence pieces on the roof, these were to block some of these effects when walking up the stairs to the roof. You're right about the explosives, they are there just to fill out the 'validation' checklist that I do when I start a map  they are not by any means necessary, and getting rid of them would free up some memory and resources too  I'm really looking forward to see what you come up with PBS, I'm very grateful to you for spending your valuable time on this map, and I would be proud to credit you properly as a co-op contributer 
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(CDG) Pounded_by_slave
The Occlusion Blocker
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« Reply #10 on: June 11, 2010, 11:05:08 AM » |
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I occluded a bit of the 2nd floor roof with no problems, did you try tilting it? Does anyone know if grass adds to lag much?
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[CDG] bongobreak
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« Reply #11 on: June 11, 2010, 11:21:34 AM » |
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I occluded a bit of the 2nd floor roof with no problems, did you try tilting it? Does anyone know if grass adds to lag much?
That's exactly what the map needed - a fresh set of eyes lol, I didn't think of tilting it (*headslap*) I guess I was getting tunnel visioned on the whole project and became rather stuck in a rut lol I did my usual thing of taking a break, but that didn't work and I gradually got more frustrated. Thanks again PBS  I'm not sure about the grass either though, as you know it doesn't cost much in resources, but because of the physics of movement there may be some lag due to it - I can't remember how much I used, I think I only used it around the playable zone and a bit beyond where it can be seen. It could be reduced I'm sure.
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[CDG] Negrumir
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Get dead!
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« Reply #12 on: June 11, 2010, 11:30:04 AM » |
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Trees add some lag, but only if they're placed in large quantities. I've looked at the map and I know I ain't good enough with occlusion blocks to fix that map. lol You've done an incredible job detailing it. Unfortunately, the lack of auto occlusion on objects means we have to place it ourselves. And the blocks they gave us are far to big. Even using the overhead block trick to remove all shadows only results in it propping to dark orange. (Which wouldn't even be playable on a full game.) For something of that detail, I don't even know if a total rebuild would work. (at least, I'm to lazy to try. lol) Unless some of the better mappers have any ideas, then I think you may have made a map that's too good. Or unless PBS manages to save it.  He's your only hope in my opinion. LOL Still, that's a dang fine looking map.
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 PSN: Negrumir
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[CDG] bongobreak
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« Reply #13 on: June 11, 2010, 11:51:29 AM » |
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Thanks for your kind words Neg, and your advice This map has been a kind of labour of love for me, I wanted it to look (and play) perfect. Ultimately I would have settled for a lower resource limit and no lag, as I'm sure we all would - but then ubi didn't expect us to be so creative I suppose It looks like PBS is my only hope, although DEEZ said that he might be able to take a look at it too - those two are surely the occlusion masters, if it can be fixed then they're the chaps to do it  If not, however, then I might go back to the drawing board, but more likely I'll wave goodbye to it and chalk it up to experience - it'll be sad, but I'll live  That's a good point re. auto occlusion Neg, it seems such a simple thing to add to larger pieces, or all solid pieces for that matter. I can't see it adding an awful lot to the individual resource count per item either - I agree the occ. blocks are far too big - why couldn't they make them paper thin - it's just numbers on a screen to them - but they're the game designers and I'm not lol Thanks again Neg for your input 
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« Last Edit: June 11, 2010, 11:56:12 AM by [CDG] bongobreak »
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(CDG) Pounded_by_slave
The Occlusion Blocker
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« Reply #14 on: June 11, 2010, 01:03:46 PM » |
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It looks like PBS is my only hope, although DEEZ said that he might be able to take a look at it too - those two are surely the occlusion masters, if it can be fixed then they're the chaps to do it  Thanks 
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