View Full Version : Sectoring
pompey
09-24-2001, 01:12 PM
right peeps,
my map as shown below consists of a large tower in the centre, what i need ur advice on is how best to sector it. should i split the sectors of the tower into quarters, or split it at vertical levels or just seperate the tower sectors from the other outdoor sectors?
http://www.langton5.freeserve.co.uk/nebulus1.jpg
any help would be much appreciated!
!ti dnuora yaw eht lla gniog sriats era esoht em llet t'nod esaelP !doG hO
pompey
09-24-2001, 02:50 PM
fraid so LSD.... u see by the time I found out that this was not a good idea i'd done a further weeks work so I am loath to take them out. I could get rid and replace with jump pads if u think that would be the major cause of slowdown, but if i can get the fps high enough i'd like to keep them!!!!
Jedi Outcast
09-24-2001, 03:07 PM
!Douchen lamen ldfjfj!!! Fritos Doritos!! Quero taco bell...
What did he say?
pompey
09-24-2001, 03:51 PM
reklawykskrad- he was writing backwards in a state of distress at seeing so many polys on one screen!
Proton
09-24-2001, 04:06 PM
LSD needs serious help.....too many hours using the editor
Help!! AAAAACKKK.. teeheee heee (laughs like a schoolgirl) I am not Troy's bitch, I am not Troy's Bittch..... i am croteams bitch!! woohoo
pompey
09-24-2001, 04:53 PM
so... um... anyone wanna answer my query?????
pretty please!
Scudz
09-24-2001, 06:05 PM
i rather liked the stairs so if you can keep then do so...
anyway, the only start about half way up, so why don't you try splitting the first to halve's of the tower to see what kind of improvement that give's ya
if you slice em, dice em, and mip em into ramps at long range, they might survive.
Acolmiztli
09-24-2001, 11:29 PM
right. Heres wot i would do, some1 let me know if im doin it wrong.
Divide the Tower into 8ths (8 even slices)
So...
When ur in the top slice, the bottom 6 slices wont be rendered.
And when ur in the bottom, the top 6 slices wont be rendered. Also make the outside 4 even sectors 2. For the same reasons.
pompey
09-25-2001, 07:13 AM
Right that makes sense, so heres what i did:
http://www.langton5.freeserve.co.uk/sector.JPG
the red circle represents the tower, the blue the sectors i made, and green the sector the tower was in when i split it up!
I did some fps tests b4 and after and i found really random results, but if anything the fps were SLOWER!!!! wtf, am i doin something wrong??? HELP ME!!!!!!!!!
sh0dan
09-25-2001, 07:49 AM
Could you give an approximate /hud_istats=2 readout - what part is taking up more time? - Or perhaps mail me a copy of your map - split up.
addman
09-25-2001, 02:07 PM
replace them with ramps, and make them roller coasters like on canyon run, change the surface type
SuperMang!
09-25-2001, 09:11 PM
is LSD on........ LSD? :o :biggrin: :o :biggrin:
pompey
09-26-2001, 07:04 AM
Sh0dan u can download my beta here, this is b4 ive done any attmpts to sector optimize!
download here (http://www.langton5.freeserve.co.uk/nebulus_beta.zip)
anyoneelse is welcome to do so as well!
Ill do some istats=2 tests later as well
No, HOlyMcGiblets. and as for Pompey's map, I'm grabbing it tonight, and playin with it.. see what i can do
pompey
09-27-2001, 06:10 AM
i did an istats 2 thingy, and as far as i can tell when running to the tower the polycount was originally a whopping 1175+311!!!
now its down to 1087+358, still quite whopping, it now has to do more sectors than b4, (now that it is split up, see post with diag above), could this be why it is in fact now showing a lower fps.
Would it help if i added doors to the entrances half way up the tower, cos at the mo it must be rendering some parts inside tower,
will join all poly command help? what are the disadvantages of this? help me please! ur names will be in bold typing in the credits!
This map makes me want to cry. Its a nice map, it is very unique, original, moody, etc. And then you've gone and joined things like those stairs to the main worldbase. They have to be separate if you want to mip them. Things like that could give you HUGE increases in frame rate. But everything, not just the stairs, is joined into one fat worldbase, so there was unfortunately very little i could think of to optimize this level. If you had a version that was "separated" I could double the frame rate in here easily!
pompey
09-28-2001, 06:33 AM
I know, as i said in my second post, if i were starting again theres lots of things i would have done differently. This is a major one obv.
what would happen if i made say the stair invisible and then made a new set on another layer, or does the engine have to kinda render even invisible surfaces?
or if i made a new conus room over the section of the tower with the stairs, added to worldbase, that would effectively delete the area wouldnt it? (i'd have to reconstuct the inside).
anyway, i really apreciate ur attempts to help me, so thanx!
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