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Author Topic: Occlusions problems on new map - can anyone help?  (Read 1345 times)
(CDG) Pounded_by_slave
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« Reply #15 on: June 12, 2010, 11:26:24 AM »

.I've reduced the lag a bit & published it for him now. He might be able to make this playable if he gets rid of some, or all, of the glass & I hope he can because its a very good level.

Oh yeah Bongo, I meant the curved stairs.
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(CDG)CaptainDEEZ
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« Reply #16 on: June 12, 2010, 05:58:20 PM »

When glass becomes a problem in map making, I just use the metal poles to simulate the frames that would normally hold the glass.  And just don't use any glass.  If it didn't lag so much, the co-op map that maxpower and myself did would be full of it.
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(CDG) maxpower
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« Reply #17 on: June 12, 2010, 07:48:43 PM »

I took a look at this today...it's a very cool map and great structure. Really like the interior where the bar is, especially with the skylight effect.

I think the arches are giving as much slowdown as the glass. I would try:

- Simplify the arches...start them higher up so you don't need as many pieces and filler. Maybe a support column using four colonial posts in a square, then you will have some more options than using those tiny concrete blocks.

- Create some walls thick enough for occlusion blocks. It's just a few extra fence pieces, and shouldn't take much of the gameplay area. Having occl blocks in the structure is essential, so you may have to move a few windows around.

- You can save a bit of glass on the roof, by removing the riser part of the skylight. Just drop the top down to roof level then and it's the same effect.

This game forces you to make concessions, especially on small maps. Its unfortunate but it would be worse not to be able to enjoy full matches on it.

Just my opinion...
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[CDG] bongobreak
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« Reply #18 on: June 12, 2010, 08:05:53 PM »

I've had a chance to see the work that PBS did with my map, and it's remarkable - it runs very much better than it did before. He has worked very hard to get the performance down into the yellow for most of it (it was mostly in the red before) and in some areas it's in the green.
There are still a few spots where it's red - but there isn't any way to fix this due to too many issues to name here - mainly structural though.

PBS has managed to fix these problems and leave the maps layout/structures/details untouched. It has renewed my drive to finish the map now, and I will do so over the next week or so. I can't see any problems with this being playable for a smaller group of players - maybe 4-8 - perhaps a full room would prove a problem, but I'm very happy that it is going to be played at all Smiley

@PBS and DEEZ, I've done just that - removed all the glass, and there was another marked improvement in performance, and again when I removed the explosives - they weren't necessary, I only put them in when I start a new map, it's quite nice when you remove them towards the end of a build and find you've freed up over 2000 in resources Smiley

A massive thankyou to PBS for all your hard work, it's very generous of you, with your permission I'd like to credit you as a co-op builder.

Thankyou also to all those that contributed advice here, DEEZ, Neg, FC302, Rob - your inputs are all very much appreciated Smiley

Thanks also to maxpower (who posted while I'm writing this lol) There are some great ideas there, I think I will go the way of reducing the archways using fewer pieces.

The walls are a sticking point for me atm, I would love to use occ. blocks here, but doubling the thickness would compromise the scale etc - but you're right they are essential, I will endeavour to address this too.
As mentioned above, all glass has now been removed, and it still looks pretty good. I like DEEZs idea - to use the pole to simulate window panes, I'll try to work that in too.

Once again, a big thankyou to all who have offered advice, and especially PBS - as it's a bar/brothel, I'll treat to a 'freebie'....on the house lol....that's a free bear of course lol....hope you didn't think I meant the other thing lol  Grin
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[CDG] Negrumir
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« Reply #19 on: June 12, 2010, 08:42:59 PM »

You may try the pestle instead of poles, that way you can fall through and die. Tongue

Basically anything destructible will make it lag more, even when it's not being destroyed.

Many things are destructible that aren't noted as such. The concrete fences. (Right under the colonial fences) The Urban Kiosks, the shanter shelters, windows... Etc. All of them will take a larger chunk out of the performance. I wish they would've had the option to togle the physics on and off for each individual object... Oh well.

I think If you don't want to mess with the looks you may end up extending the walls inward.

I don't know if there was much of the inside in the movie or not, just sayin'.
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[CDG] bongobreak
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« Reply #20 on: June 12, 2010, 08:56:25 PM »

Thanks Neg Smiley

Yeah, on/off toggle would have been nice and also (*takes deep breath*)....well, that's for another thread actually, but for sure there's a lot of stuff they should have done - as you say, 'oh well' lol

I will look seriously at the walls tonight, I've extended one or two already, and it's looking pretty good, you're right - there isn't much of the movie that's set inside, so I took some artistic licence here, and I guess I can live with narrower corridors - trouble is the large, open bar area is going to be tricky - no walls to work with here.

I'm going to keep working with it though - a big improvement to how I felt a few days ago, I was ready to trash it, and cry for a week lol
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(CDG) Pounded_by_slave
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« Reply #21 on: June 12, 2010, 11:44:52 PM »

I've had a chance to see the work that PBS did with my map, and it's remarkable - it runs very much better than it did before. He has worked very hard to get the performance down into the yellow for most of it (it was mostly in the red before) and in some areas it's in the green.
There are still a few spots where it's red - but there isn't any way to fix this due to too many issues to name here - mainly structural though.

Really I didn't know I made that much difference Shocked  Cheesy

PBS has managed to fix these problems and leave the maps layout/structures/details untouched. It has renewed my drive to finish the map now, and I will do so over the next week or so. I can't see any problems with this being playable for a smaller group of players - maybe 4-8 - perhaps a full room would prove a problem, but I'm very happy that it is going to be played at all Smiley

@PBS and DEEZ, I've done just that - removed all the glass, and there was another marked improvement in performance, and again when I removed the explosives - they weren't necessary, I only put them in when I start a new map, it's quite nice when you remove them towards the end of a build and find you've freed up over 2000 in resources Smiley

A massive thankyou to PBS for all your hard work, it's very generous of you, with your permission I'd like to credit you as a co-op builder.
No problem

Thankyou also to all those that contributed advice here, DEEZ, Neg, FC302, Rob - your inputs are all very much appreciated Smiley

Thanks also to maxpower (who posted while I'm writing this lol) There are some great ideas there, I think I will go the way of reducing the archways using fewer pieces.

The walls are a sticking point for me atm, I would love to use occ. blocks here, but doubling the thickness would compromise the scale etc - but you're right they are essential, I will endeavour to address this too.
As mentioned above, all glass has now been removed, and it still looks pretty good. I like DEEZs idea - to use the pole to simulate window panes, I'll try to work that in too.

Once again, a big thankyou to all who have offered advice, and especially PBS - as it's a bar/brothel, I'll treat to a 'freebie'....on the house lol....that's a free bear of course lol....hope you didn't think I meant the other thing lol  Grin
You tease LOL
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