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InsideQC Forums • View topic - Optimizing a large q3bsp with fog

Optimizing a large q3bsp with fog

Discuss the construction of maps and the tools to create maps for 3D games.

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Optimizing a large q3bsp with fog

Postby Nahuel » Sat May 26, 2012 1:13 pm

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 :)
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Re: Optimizing a large q3bsp with fog

Postby Chip » Sat May 26, 2012 3:40 pm

Is it outdoors or indoors?




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Re: Optimizing a large q3bsp with fog

Postby Nahuel » Sat May 26, 2012 4:28 pm

hi, I am nahuel, I love quake and qc.
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Re: Optimizing a large q3bsp with fog

Postby Chip » Sat May 26, 2012 6:54 pm





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Re: Optimizing a large q3bsp with fog

Postby leileilol » Sun May 27, 2012 1:28 am

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
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Re: Optimizing a large q3bsp with fog

Postby andrewj » Sun May 27, 2012 5:51 am

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.
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Re: Optimizing a large q3bsp with fog

Postby Nahuel » Mon May 28, 2012 7:58 pm

@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 :S
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Re: Optimizing a large q3bsp with fog

Postby Chip » Tue May 29, 2012 9:37 am





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