Author Topic: Optimising Multiplayer Maps  (Read 337 times)

0 Members and 1 Guest are viewing this topic.

douglas quaid

  • Jr. Member
  • **
  • Posts: 88
  • Karma: +6/-8
  • Level Designer/Sound Designer
    • View Profile
    • Total Recall
Optimising Multiplayer Maps
« on: December 23, 2015, 12:34:22 AM »
Hey guys, back again. :D

I'm just wondering is there any difference in selecting brushes as 'Make Detail' or making the brushes a func_static, or perhaps even both, to further optimize a map?

Thanks.
TOTAL RECALL - Singleplayer mod for Doom 3 starring Arnold Schwarzenegger
BLACKOUT - Free indie horror game based on the id Tech 4 engine

aphexjh

  • Full Member
  • ***
  • Posts: 119
  • Karma: +7/-0
    • View Profile
    • hallowed mod
Re: Optimising Multiplayer Maps
« Reply #1 on: December 23, 2015, 01:12:24 AM »
func_static will make complex objects more easily selectable and you can set them to not have collisions, which can be good for multiplayer and singleplayer, particularly for details that are too small to interact with or will be covered with clip brushes

detail will make the brush not be included in the BSP compilation and will reduce the complexity of the portaling process

something to note is that func_static will be rendered on both sides of a visportal if it spans the visportal, for instance a door frame, if made a func_static, will be rendered on both sides of the portal, but this applies to any object, so a big rooftop will also render on both sides. I hope that makes sense.

finally, func_static are entities, so they will increase your entity count, which may be relevant in situations where you are saving the game etc. since doom 3 has an entity count limit of 1024 or something like that. so lights, models, monster all count toward this total (basically anything you see when you press "i" in the radiant)

Generally speaking, stick to the detail method as much as possible, and use func_static when you need more control over how the geometry is being rendered or interacted with

douglas quaid

  • Jr. Member
  • **
  • Posts: 88
  • Karma: +6/-8
  • Level Designer/Sound Designer
    • View Profile
    • Total Recall
Re: Optimising Multiplayer Maps
« Reply #2 on: December 23, 2015, 01:23:30 AM »
Thanks aphex. The map I'm making is basically a platform map. I'm doing a remix of Q3A/QL map, The Very End of You/Beyond Reality, so the whole map is a box with platforms in it. Would it be wise to make each of the platforms a func_static or 'Make Detail' do you think?

Also, how do I set a func_static to not have collisions?

Thanks.
« Last Edit: December 23, 2015, 01:26:27 AM by douglas quaid »
TOTAL RECALL - Singleplayer mod for Doom 3 starring Arnold Schwarzenegger
BLACKOUT - Free indie horror game based on the id Tech 4 engine

aphexjh

  • Full Member
  • ***
  • Posts: 119
  • Karma: +7/-0
    • View Profile
    • hallowed mod
Re: Optimising Multiplayer Maps
« Reply #3 on: December 23, 2015, 01:56:22 AM »
Glad to help. I love jump maps.

If the platforms will never move, then detail.

for no clip on func_static put the key/val for no collisions in the entity inspector

key: noclipmodel
val: 1
« Last Edit: December 23, 2015, 01:59:11 AM by aphexjh »

douglas quaid

  • Jr. Member
  • **
  • Posts: 88
  • Karma: +6/-8
  • Level Designer/Sound Designer
    • View Profile
    • Total Recall
Re: Optimising Multiplayer Maps
« Reply #4 on: December 23, 2015, 01:51:38 PM »
That's great thanks aphex. ;)
TOTAL RECALL - Singleplayer mod for Doom 3 starring Arnold Schwarzenegger
BLACKOUT - Free indie horror game based on the id Tech 4 engine