Christ almighty. Couldn't you pick someone pretty. I actually had a quick fap, because she's so ugly that my brain automatically streamed billions of beautiful women before my eyes. I love my brain.
vertex a bridge and get over it.

Ha! Nailed It.
#297 posted by
adib on 2015/08/07 07:25:33
Think I have a rock prefab:
http://i3.photobucket.com/albums/y80/amurad/Games/jam6b_zpshvmy6z1m.jpg
http://i3.photobucket.com/albums/y80/amurad/Games/jam6a_zpssdvhzf0f.jpg
I said rock prefab, not door, ok? Ignore the door. And sky. Lighting needs work as well.
The first rock is never forgotten =~)
#298 posted by
adib on 2015/08/07 07:46:14
Everything snapped to a grid of 4, built in a safe way, following this technique:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
#299 posted by
mwh on 2015/08/07 09:47:48
Like the transition from orange to blueish!
#300 posted by
Rick on 2015/08/07 10:03:12
That looks pretty good. I should try making rocks that way. I always use triangles and my rocks always come out looking...triangular.

Fog Turdiness
What's goin' off with the fog? Whenever it's on my map, it makes the whole game run like turd. It drops from exactly 111fps (same 111fps no matter the position I stand at) to 24fps, WTF. Anyway, doesn't matter if unresolved, as fog on my map looks turd and I'm turning it off. Shall I set it to _fog 0 in the worldspawn? I remember in one of the other jams, that fog carried on in one of tyrann's map, when it should've been off.
#304 posted by
- on 2015/08/07 18:10:21
You won't have the problem Tronyn had; he had set a fog but not the color so inherited whatever color a previously loaded map's fog was.
What engine are you running? Because you really should not be seeing that much of a performance drop from using fog, and that would be an engine issue anyway. Most modern maps have been made with a fog setting, so it shouldn't be an issue. ericw maybe might have some insight what's going on?

Re Fog Slowness
quakespasm-0.90.1_win64 on Windows 7 SP1. I just checked with another map; ionous' map from jam1, as it's one I know has fog - it runs at full speed as per usual.
I think it might be because I've boxed off my level, as it's been expanding in size ever since I started it. I noticed the sky/hull had shedloads of triangles where they didn't seem necessary. I noted a previous crash with this error message: "Sky_ClipPoly: MAX_CLIP_VERTS". By Sunday, my map's architecture should mostly be stable, so we'll see by then if it goes away.

Unbirthday
#306 posted by
ericw on 2015/08/07 20:08:00
That's really weird, can't recall fog giving a performance drop like that. If you want, I'd be happy to have a look at the bsp and see if there's any possible fix in QS.
"Sky_ClipPoly: MAX_CLIP_VERTS" seems to happen when you have a sky poly with 63 or 64 sides. On one hand it's an engine issue, but maybe it's not too hard to work around in the map
#307 posted by
JneeraZ on 2015/08/07 21:12:59
"I noticed the sky/hull had shedloads of triangles where they didn't seem necessary"
One thing to try would be to scale up the textures on your sky surfaces a lot. That will result in less triangles ... if that is indeed the problem.
#308 posted by
metlslime on 2015/08/07 21:22:21
sky surfaces shouldn't be subdivided by qbsp, so i don't think texture scale would matter.
In quakespasm/fitzquake, scrolling skies use a subdivided cube to create a smooth effect. These subdivisions could be what you are seeing. Try messing with the variable "r_sky_quality" to see if it changes the amount of polygons that you are seeing.

Metl
they are subdivided. In new compilers the scaling shouldn't matter as it should use the bare minimum tris, but older compilers increasing the texture size will achieve this.
#310 posted by
metlslime on 2015/08/07 21:39:19
ah... so people should switch to the new compilers then! :)
#311 posted by
Rick on 2015/08/07 21:48:35
As I'm always trying to keep marksurfaces under the 32768 limit on Wish 13, I remember at one time getting a noticeable decrease when I changed the scale on sky textures from 1 to 64. but that was before I switched to txqbsp_xt.

666 Is Best Scale For Those Operations
#312 posted by
mfx on 2015/08/07 21:54:31
just sayin
fifth has the most truist answer.

Adib.
#314 posted by
Shambler on 2015/08/07 22:35:03
Nice door man,rocking that door look.

Shambler
#315 posted by
adib on 2015/08/07 22:49:45
You're trolling. I respect that. In case you don't, it's gonna look better.