Optimizing a large q3bsp with fog

Discuss the construction of maps and the tools to create maps for 3D games.
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Nahuel
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Optimizing a large q3bsp with fog

Post by Nahuel »

Hello forum I am creating a huge and foggy q3bsp and I need to optimize it. I have questions about it. If i limit the visible distance... will be the map best optimized? can q3map2 optimize the map adding limits to the visible distances? I mean something like, "-farplane" switch from hmap2. What switch can i use for this? what suggestions can you give me about it? Thanks :)
hi, I am nahuel, I love quake and qc.
Chip
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Re: Optimizing a large q3bsp with fog

Post by Chip »

Is it outdoors or indoors?
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Nahuel
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Re: Optimizing a large q3bsp with fog

Post by Nahuel »

Chip wrote:Is it outdoors or indoors?
outdoors!!
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Chip
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Re: Optimizing a large q3bsp with fog

Post by Chip »

Nahuel wrote:
Chip wrote:Is it outdoors or indoors?
outdoors!!
That's what I feared! :) I don't think there's anything you can do.

1. Keep your texture size small (no more than 256x256)
2. Optimize your brushes (do not overlap them)
3. Use -meta in BSP stage

Look at these huge maps - http://mxl.cz/q3maps (Zastávka and School) - they work pretty well with my Darkplaces engine.
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leileilol
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Re: Optimizing a large q3bsp with fog

Post by leileilol »

You could probably get away with vertex lighting the outside only, to save on lightmap space. You can do this by defining a specific q3map_ shader flag in your terrain shaders
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andrewj
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Re: Optimizing a large q3bsp with fog

Post by andrewj »

Try adding "_farplanedist" "512" (or whatever value) to the worldspawn entity.

(This just based on looking at the q3map2 source code, I dunno if it actually works)

P.S. "fogclip" and "distancecull" are equivalent to "_farplanedist", but I guess "_farplanedist" is best since it starts with an underscore.
Nahuel
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Re: Optimizing a large q3bsp with fog

Post by Nahuel »

@Chip
What about your custom darkplaces?

@leilei
I am not using terrains, it´s for an experimental city :), otherwise: can you give me details or tips to save lightmap space?

@andrewj _farplanedist works very nice, but i do not know if this really optimized the map :S
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Chip
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Re: Optimizing a large q3bsp with fog

Post by Chip »

Nahuel wrote:@Chip
What about your custom darkplaces?
The q3bsp code is the same as the normal Darkplaces, so no change here.
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