Author Topic: r_speeds on 5 arch vs 20 arch  (Read 1746 times)

BinarySpike

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r_speeds on 5 arch vs 20 arch
« on: May 26, 2007, 01:54:13 AM »
I made an arch with 5 pieces on top, and when standing under it looking up I get a yellow r_speed of 1200, when I make a 20 piece arch, I get 1200-1300.

So what's making it so high for the 5 piece arch?

Chef-Killer

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Re: r_speeds on 5 arch vs 20 arch
« Reply #1 on: May 26, 2007, 05:00:42 AM »
Did you do final compile?

BinarySpike

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Re: r_speeds on 5 arch vs 20 arch
« Reply #2 on: May 26, 2007, 11:29:49 AM »
No, because I have no lights.

*edit*
I have used light entities before, but the compile looks like it hangs at the second pass. (where it starts printing 0..1..2 the second time)

Chef-Killer

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Re: r_speeds on 5 arch vs 20 arch
« Reply #3 on: May 26, 2007, 12:08:27 PM »
It hangs? I think it need a lot of time, but hang???

After a final compile the r_speeds would be lower.

You can try the compile "qbsp vis rad.bat" if you don't have lights, but want to have normal r_speeds, i think.

Zorchenhimer

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Re: r_speeds on 5 arch vs 20 arch
« Reply #4 on: May 26, 2007, 12:26:18 PM »
You can try the compile "qbsp vis rad.bat" if you don't have lights, but want to have normal r_speeds, i think.

You'll want to compile with "qbsp vis.bat" if you don't have any lights. "rad" is the lighting part of the compiling.

BinarySpike

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Re: r_speeds on 5 arch vs 20 arch
« Reply #5 on: May 26, 2007, 04:02:26 PM »
Wow, yeah it was at 2000 with the beams in, now it is 1200.

Hopefully the final compile will do an even better job :)

BinarySpike

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Re: r_speeds on 5 arch vs 20 arch
« Reply #6 on: May 26, 2007, 10:37:04 PM »
hehe I'm 2200 on this new part... qbsp vis.bat is taking forever... at least it doesn't "seem to hang"

jitspoe

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Re: r_speeds on 5 arch vs 20 arch
« Reply #7 on: May 29, 2007, 11:23:38 AM »
Type this at the console:
deathmatch 0
gl_showtris 1
map <yourmap>

This will make it easier to see where the polygons are going.  If your map is very large and open, or the textures are scaled way down, the map will be broken up into small chunks and generate a bunch of polygons.