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Valve Hammer Editor 3.4 {Null, Hint, etc}


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Raymondddd
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Join Date: Jun 2008
Location: Milbrae,94030
Old 04-23-2012 , 23:48   Valve Hammer Editor 3.4 {Null, Hint, etc}
Reply With Quote #1

Anyone that's good with mapping know when and where to use Null, Hint, and other type of related textures?

Here's a picture of my map from top view, can someone draw in boxes or lines of where I should place those textures to reduce render time and fps drops.

Picture : [IMG]http://desmond.**************/Himg441/scaled.php?server=441&filename=577t.png&res=l anding[/IMG]
Link in case you can't see it. http://**************/f/441/577t.png/

Thanks!
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Tirant
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Join Date: Jul 2008
Location: Los Angeles, California
Old 04-24-2012 , 00:09   Re: Valve Hammer Editor 3.4 {Null, Hint, etc}
Reply With Quote #2

http://zhlt.info/special-textures.html

My rule of thumb, it to build the entire map using the NULL texture and then texture individually after. This way I know every object will be as good as it can be, and the textures will look good. Something else that's useful to know. Most people think each face is a face ingame, but that's not true. Each complete texture tile will be a face. So fitting a texture will give you 1 face guaranteed, making an extremely small scale on an already smallish texture will increase the number of faces.

To explain better, it's like having a grid. Imagine you have a single cell. Now increasing texture scale will subdivide that cell into more parts, creating more faces. This isn't a huge issue, but on large and complex maps, very useful to know.
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Last edited by Tirant; 04-24-2012 at 00:14.
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GordonFreeman (RU)
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Location: Uzbekistan
Old 04-24-2012 , 01:53   Re: Valve Hammer Editor 3.4 {Null, Hint, etc}
Reply With Quote #3

who want to see new map editor?

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Last edited by GordonFreeman (RU); 04-24-2012 at 01:53.
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Raymondddd
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Join Date: Jun 2008
Location: Milbrae,94030
Old 04-24-2012 , 22:06   Re: Valve Hammer Editor 3.4 {Null, Hint, etc}
Reply With Quote #4

What should I be more worried about, WPOLY or EPOLY. I get up to 1500+ Wpoly on certain parts and up to 5000+ Epoly on a specific spot.

Note that this is a jailbreak map and the 1500+ Wpoly is coming from the cage room, which includes a bunch of faces and what not. The 5000+ Epoly is coming from the gurnoom, I got over 50 guns in there.


Maybe the data log can give you some ideas.
Quote:

hlcsg 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures jb_something_c8
Entering jb_something_c8.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
(0.25 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.00 seconds)

Using Wadfile: \users\solomez\desktop\stuff\new jb map\jb_snow_btm.wad
- Warning: Larger than expected texture (348972 bytes): 'SNOW'
- Contains 23 used textures, 58.97 percent of map (135 textures in wad)
Using Wadfile: \users\solomez\desktop\stuff\new jb map\all-in-one.wad
- Contains 15 used textures, 38.46 percent of map (4092 textures in wad)
Using Wadfile: \users\solomez\desktop\stuff\new jb map\c21_choklad_btm.wad
- Contains 1 used texture, 2.56 percent of map (10 textures in wad)
Including Wadfile: \users\solomez\desktop\stuff\new jb map\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)

added 10 additional animating textures.
Texture usage is at 1.11 mb (of 4.00 mb MAX)
1.47 seconds elapsed

----- END hlcsg -----



hlbsp 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: hlbsp jb_something_c8

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2047 (0.12 seconds)
BSP generation successful, writing portal file 'jb_something_c8.prt'
SolidBSP [hull 1] 500...1000...1500...1828 (0.10 seconds)
SolidBSP [hull 2] 500...1000...1500...1770 (0.08 seconds)
SolidBSP [hull 3] 500...1000...1500...1958 (0.09 seconds)
1.71 seconds elapsed

----- END hlbsp -----



hlvis 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: hlvis jb_something_c8
864 portalleafs
2295 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.51 seconds)
LeafThread:
(63.05 seconds)
average leafs visible: 247
g_visdatasize:52597 compressed from 93312
63.62 seconds elapsed [1m 3s]

----- END hlvis -----



hlrad 3.4 SSE 2 V2.0 (Mar 29 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlrad -----
Command line: hlrad jb_something_c8

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

[Reading texlights from info_texlights map entity]
[1 texlights parsed from info_texlights map entity]

5169 faces
Create Patches : 32060 base patches
0 opaque faces
255374 square feet [36773964.00 square inches]
1371 direct lights

BuildFacelights:
(59.37 seconds)
visibility matrix : 61.3 megs
BuildVisLeafs:
(85.71 seconds)
MakeScales:
(41.93 seconds)
SwapTransfers:
(18.54 seconds)
Transfer Lists : 47243786 : 47.24M transfers
Indices : 30334304 : 28.93M bytes
Data : 188975144 : 180.22M bytes
GatherLight:
(2.14 seconds)
FinalLightFace:
(0.62 seconds)
209.88 seconds elapsed [3m 29s]

----- END hlrad -----

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Last edited by Raymondddd; 04-24-2012 at 22:18.
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