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Macro11_1
September 9th, 2007, 04:21 PM
Hey there all. I have a problem :(
I think when I try to stick all the peices of my map together, it blows up doombuilder when BSP tries to build the nodes. 'Ops'
heres the stats anyways
15174 vertices
18496 linedefs
33540 sidedefs
2631 sectors
312 things

Also, I cant get an accurate account on the segs atm.
[EDIT]
I managed to build the nodes with zennode. But theres a new problem, the frames are clocking in at 25 on zdoom on my computer. I havnt tried boom, I will though. But on my freinds computer it clocks in at like 7-8 FPS.
My computer is a 2.2gig amd 3500 athelon. with 2 gigs of ram.
his is
pentium 4 cpu 2.40GHz, 2.39 GHz, 256 MB of RAM

ace
September 9th, 2007, 04:48 PM
Did you try another nodebuilder? I used ZenNode with all my stuffs (which has nothing to do with the fact that it is the most SEGS-efficient of the default builders :p) and I can't say I had any problems with it at any point...

MR_ROCKET
September 9th, 2007, 04:58 PM
Why would you try building map04? that's my level lol

Macro11_1
September 9th, 2007, 05:39 PM
Shyte, I meant map02 :(
im just on build 4 thats all.

Logan MTM
September 9th, 2007, 05:51 PM
Why would you try building map04? that's my level lol

.....*laugh*.....

Macro11_1
September 9th, 2007, 05:56 PM
well, I tried Zennode, it works. End of story, now I can do placement and traps and finish this beast.

MR_ROCKET
September 9th, 2007, 09:06 PM
Lol ok cool heh,
But yeah Zennode works pretty good specially for GL legacy nodes.
Anyways. and I'm sure you probably already know this but, when you get to points like this alot of times you sort of have to degrade the amount of lifedefs, limiting the amount of vertices.

At one time I made this huge hallway level that extended the entire grid section zoomed out. partly as a test and something Druid suggested at the time making a movie as a hallway that just keeps-going. You might have seen it at one time, Halls of Doom. But if you can imagine..
Anyways what I'm trying to say is the more vertices you have ,in a player view stand point, the less tolerant the engine displaying all of it at once, becomes. And the way I look at it, the more vertices you have, the more the map will become void area. - if you can look at it that way.- And we all know a map will crash if it nothing but void. So the less vertices the more stable, so sometimes you may have to degrade detailed areas to keep from unstableness. And node builders will like that. ;)
Geez I think I just created a pimple saying that.

Macro11_1
September 9th, 2007, 09:35 PM
----n/a---*Cant delete :(*

MR_ROCKET
September 9th, 2007, 09:38 PM
ARGH..I'm to lazy for all that hooplah..
Email it to me :D

Macro11_1
September 9th, 2007, 09:39 PM
----n/a---*Cant delete :(*

MR_ROCKET
September 9th, 2007, 09:43 PM
Well why don't you have my email? :D
Oh I donno specially after you were trying to node build my map04 :D

J/K ok..I am thar..

Macro11_1
September 9th, 2007, 09:46 PM
I was trying to nodebuild my own map. I got it to work with zenode, but now It hits about 25-30 fps. It may be just what you said, but I cant be shure. Sides, whats that got to do with you getting on irc? you should just get on so I can add you there and talk there. Or do you not get on irc much?

MR_ROCKET
September 9th, 2007, 09:52 PM
Stop typing here and start typing thar. :D

MR_ROCKET
September 9th, 2007, 11:09 PM
At the beginning of the level where you have the green hexagonal tiles, is where I'm seeing the fps drop. Maybe make a test build, name it something like map02_TEST01 and maybe remove everything above the tiles, the details on the ceiling above them and check the frame rate. I know it's some work going to waste, but the details can be put back in, just in a lower form of detail.
Look at it this way, back when sourceports weren't around, this map would have crashed before you got half way done with it due to vis-plane limitations of the original Doom.
Now days authors can spoil them self with sourceports and the abilities of editors like Doom Builder. heh now there's 3d editing modes and sources ports, but the original basics still exists, but instead of a vis_plane crash it's a frame rate issue.
So removing some details vs a totally non-detailed level is a good trade. ;)