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Re: BSP secret revealed
Posted: Sun May 16, 2010 9:06 pm
by Leo T_C_K
The balance tree slider is most important actually (usually the lower the better, but it must be chosen carefully depending on the map and polycounts etc I think). But I remember there is a command for all of this instead. I don't remember the command though. Any idea what it was? You can put in more options.
Re: BSP secret revealed
Posted: Mon May 17, 2010 11:58 am
by Leo T_C_K
I tried it with "good" and "lame" and with bad results. While no visible holes, the lighting is screwed up and there are big zone leaks. So it is still worse than 220.
With good however, it is all messed up.
Re: BSP secret revealed
Posted: Mon May 17, 2010 2:09 pm
by GreatEmerald
The lower to which side, balance or minimise?
Re: BSP secret revealed
Posted: Mon May 17, 2010 3:40 pm
by Leo T_C_K
The lower to which side, balance or minimise?
I meant lower number of course.
Re: BSP secret revealed
Posted: Mon May 17, 2010 4:49 pm
by Smirftsch
I tried it with "good" and "lame" and with bad results. While no visible holes, the lighting is screwed up and there are big zone leaks. So it is still worse than 220.
With good however, it is all messed up.
hm, this setting is entirely unrelated to any lighting, thats rather strange - but where are the zone leaks?
Edit1:
Very good results I got with
Minimize Cuts 50
Portals Cut 90
and Good.
Found no leaks, no holes so far
Re: BSP secret revealed
Posted: Mon May 17, 2010 6:03 pm
by Leo T_C_K
Re: BSP secret revealed
Posted: Mon May 17, 2010 6:14 pm
by Smirftsch
from what we know from 220 it must be
Portals Cut 100
also it's pretty sure to assume that the optimization must be something around "good" because of the polycount.
Leaves only minimize cuts...
edit:
maybe I found a way to improve it a bit-at least I think I know now why some bsp holes appear.
Re: BSP secret revealed
Posted: Mon May 17, 2010 7:23 pm
by Leo T_C_K
What are the separate commands for minimize cuts slider? I had them once....or read about them.
Anyway I thouht that slider should work the same on all versions, obviously I was wrong.
Re: BSP secret revealed
Posted: Mon May 17, 2010 7:46 pm
by Smirftsch
Re: BSP secret revealed
Posted: Mon May 17, 2010 7:53 pm
by Leo T_C_K
The first waterfall has large hom, try to swim or fly there to it. What did you do exactly here anyway? No zone leaks though.
Re: BSP secret revealed
Posted: Mon May 17, 2010 8:04 pm
by Smirftsch
I flew there a couple of times, also swam in it. Didn't see any hom. Weird.
Did you find any bsp holes? Or messed polys which refused correct lighting then?
Well, this was a first attempt with some slightly changed optimization routine.
Edit: tried again. No hom. Only glitch I found in all maps is that first waterfall itself inside is no waterzone.
Edit2: Tried with 226b and got a hom. 227 only flickers a little bit instead. Explains this difference.
Edit3:
www.oldunreal.com/temp/E1L1A_2.7z
Re: BSP secret revealed
Posted: Mon May 17, 2010 9:13 pm
by Leo T_C_K
The waterzone not being in first waterfall is not a glitch, since there wa no zone originally there, I added it to my version only.
Your last versions seems fine, what did you do then?
Btw any chance you would find same solution for better rebuild even on this remake version?
UPB-E1L1A.rar
It has flickering in the first waterfall area a bit (where you get out of water, only certain angles when looking at the rock to your right), I moved the waterfalls a bit so that caused it (but the waterfall looks betetr that way), the bsp build was on 220 itself, I just used 227 to replace the textures in and then used zora's converter to 225.
Re: BSP secret revealed
Posted: Tue May 18, 2010 6:49 am
by Smirftsch
In the last version I only adjusted cuts again (to 30) with my changes. If you didn't find any other problems it seems to do really what I intended.
Will try with the other map.
Re: BSP secret revealed
Posted: Tue May 18, 2010 10:14 am
by Smirftsch
although very good results in general, the first waterfall waterzone leaks in general if not setting cuts to at least 50 which results in some ugly bsp hole then.
Guess this the waterfall needs to be moved a bit more

But in any case the change in optimization produces satisfying results so far.
Re: BSP secret revealed
Posted: Tue May 18, 2010 3:03 pm
by Leo T_C_K
I wouldn't know where to move it (it leaks then usually or doesn't look so good), I fiddled with it for very long, I guess the current version should be enough then, I mean it doesn't flicker that much if you noticed, in the original build of this map. I rebuilt it under 2 minimize cuts in 220.
Any idea why the minimize cuts balance tree slider is like that? I mean different from 220.
Btw do you know the command which sets the values manually? It should be tied to the sliders function. I know there is way to do it through a command.
Re: BSP secret revealed
Posted: Tue May 18, 2010 5:11 pm
by Smirftsch
minimize cuts / balance tree was definitely changed. Can't tell how it worked in 220, no idea and no way to find out.
Flickering doesn't exist at all if using 227 in the version I uploaded. Need to switch PC to tell if it does flicker in 226b for me. The changed version will be in the next internal 227g test, so you can give it a try yourself.
Edit: Tried with 226b, no flickering in map, but some plants. Not sure however if its just some config. Need to try later again with some different setup.
Re: BSP secret revealed
Posted: Tue May 18, 2010 6:29 pm
by Leo T_C_K
I talked about the reworked version, UPB-E1L1A.