Newsgroups: rec.games.computer.quake.editing
Path: clanworld.com!news.webspan.net!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.internetmci.com!192.48.96.123!in1.uu.net!world!news
From: The pig sewerage molester <petewill@world.std.com>
Subject: Re: My level causes RAM icon to flash
Sender: news@world.std.com (Mr Usenet Himself)
Message-ID: <3448DC40.9F129150@world.std.com>
X-Priority: 3 (Normal)
Date: Sat, 18 Oct 1997 15:56:48 GMT
Content-Transfer-Encoding: 7bit
Content-Type: text/plain; charset=us-ascii
References: <34476281.72DE@cadsoft.com>
Nntp-Posting-Host: world.std.com
Mime-Version: 1.0
X-Mailer: Mozilla 4.01 [en] (Win95; I)
Organization: The World @ Software Tool & Die
Lines: 31
Xref: clanworld.com rec.games.computer.quake.editing:9407

Ray [the Avatar] wrote:
>  (...)
> I don't get it. I've allocated a 32Mb heap. The RAM icon only flashes
> in
> one remote corner of my level. I tried running R_SPEEDS, it returned
> values ~540 visible faces and 110ms redraw. There is not an incredible
> amount of detail there. R_DRAWFLAT and R_DRAWORDER gave expected
> results. Elsewhere in the model I get R_SPEEDS of 900-1000 with
> similar
> redraw times. What factors can cause this? Anyone?

Have you VIS'ed your level? Target R_SPEEDS should be around four or
five hundred. VIS can improve them a lot. ~540 visible faces is also
high; your level sounds just too complex for Quake to handle well. I'd
try to remove lots of small details, like light fixtures.

> 
> My hunches:
> Small-scale textures (ie: scale factors of 0.1-0.5)

I don't see why this would cause a slowdown, but I can't say for sure
that scaling textures small isn't your problem.

HTH...
-- 
=====================================================================
	Peter Williams -- petewill@world.std.com
    Please acknowledge that you received this message.

"I believe in the goodness of life, and along comes Rush." -- ?
=====================================================================
