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Optimizing a large q3bsp with fog
Posted: Sat May 26, 2012 1:13 pm
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

Re: Optimizing a large q3bsp with fog
Posted: Sat May 26, 2012 3:40 pm
by Chip
Is it outdoors or indoors?
Re: Optimizing a large q3bsp with fog
Posted: Sat May 26, 2012 4:28 pm
by Nahuel
Chip wrote:Is it outdoors or indoors?
outdoors!!
Re: Optimizing a large q3bsp with fog
Posted: Sat May 26, 2012 6:54 pm
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.
Re: Optimizing a large q3bsp with fog
Posted: Sun May 27, 2012 1:28 am
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
Re: Optimizing a large q3bsp with fog
Posted: Sun May 27, 2012 5:51 am
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.
Re: Optimizing a large q3bsp with fog
Posted: Mon May 28, 2012 7:58 pm
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

Re: Optimizing a large q3bsp with fog
Posted: Tue May 29, 2012 9:37 am
by Chip
Nahuel wrote:@Chip
What about your custom darkplaces?
The q3bsp code is the same as the normal Darkplaces, so no change here.