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PostPosted: Wed Nov 09, 2005 1:40 am 
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I havent loaded the map in the editor to take a hard look at it, but I can tell right away that the biggest fps killer is the lightcounts right now.

r_showlightcounts 1

Basically shows you how many lights are hitting a particular surface in the game. Nice thing about the Q4 and D3 editors is that they are real time. You can actually run that command from the command line in the editor.

Black = 0
Red = 1
Green = 2
Blue = 3
Cyan, Pink and White = 4+ and not efficient lighting


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Image

You can't drop lights all over the place in Q4 like you could in Q3. It's very difficult to light a map in the D3 engine and ya gotta be careful with the lights. Probalby going to be the most overlooked and abused things we seen in the early Q4 user maps.

Good read on efficient lighting in Q4, by one of the Raven guys.
http://www.map-center.com/modules.php?n ... pic&t=4505


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PostPosted: Wed Nov 09, 2005 4:03 am 
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Love it except for one thing... it seems that you can't double-jump out of the tele's. Tele-jumping seems to work fine on the stock maps, yet when I try it on this one I just stick to the floor... The scale is great and the item & weapon placement is great, altough I would ditch the lower rl if you plan on making a duel version of the map.


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PostPosted: Sun Nov 13, 2005 4:17 pm 
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[color=#aaddff:b28c5a7e4e]Hey storm... I'm not sure if this is related to the lighting issue or not, but I always feel like I'm skating in your map, i can never stop on a ledge and just feel like I'm running on ice...

Joy says is somehting about the weapon markers, but I don't experience this behvior on any other map... Now hurry up for the next beta, I keep getting wasted on your map with those FPS :D[/color]

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PostPosted: Mon Nov 14, 2005 3:20 pm 
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ugh yes the lighting in q4 is a pain in the &*(%^^$$


Ambient light is the key, though i think it looks like ^&&%$#@#&%$
It's not hard after you kinda figure them (the lights) out.

I kinda dismissed all my thoughts of using q3 maps
(atleast my maps) in q4. You must break walls up.
Alot of work... not worth it imo

Kinda make everything "modular"
Avoid alot of trim, bumps will make up for that. :)

I must admit the editor is excellent, and I am enjoying the mapping side of this game...

Beta coming soon, stay tuned....

~Trish


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PostPosted: Mon Nov 14, 2005 4:30 pm 
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Very handy tip Finko...

Ive also learned that you can adjust the detail level of lights, which is also a big FPS saver. I may just write a tutorial regarding improving performance..

And thanks for the comments all. I will have another beta out soon - with lots of performance improvement, and some more of the green ambiance of the original level. I would have had it out sooner, except that I have been moving all weekend..

Im also working on a new level for that 1v1 mapping comp. Hopefully I can win some hardware and start building a new comp!

Updates soon.

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