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【中级教程】顶点工具使用教程2

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发表于 2007-11-18 14:35:50 | 显示全部楼层 |阅读模式
Vertex Manipulation 2
  Reducing Brush Counts & R-Speeds using comples brushes.

  
Ok,I'm assuming that you've already got some experience with the vertexmanipulation tool or read the first tutorial of this series. If not,then I would recommend learning about this tool before going ahead withthis tutorial as it'll help you understand this.
  
Ok, sowhat exactly does this tutorial cover? Well, there is a limit to theamount of brushes that a level can have. These are 8192 (using zonerscompile tools) and about half this amount if you're using the standardcompile tools that come with Hammer. So, if you've got a set-up of ablock and a wedge, you have 2 brushes. However, using vertexmanipulation, you could reduce this to 1, allowing for a more complexand bigger map to be made.
  So this means that you can make more interesting brushes for your map, and also less brush count.
  
  So lets take the example of the wedge. Here, we have a block and a wedge:
  
  
  
Ok, now here we have a total of 2 brushes. Now, if you have this in 10different places in your map for doorsteps or ramps, etc, you will have20 brushes from these alone.
  Now, to reduce this count, you can do the following:
  
  Make a block like below and go into vertex manipulation mode. I've got one of 768 x 320 x 128.
  
  
  
Next step is to select in the 3D view, the edge on the top of the rightside of the brush, and drag it back towards the centre of the block,like so:
  
  
  
And there you have a wedge! This has saved on brush use for the map andalso the amount of brush faces in your map. This may not seem much, butsay you've got a block and a wedge for 20 doorsteps in the map and 5ramps in your level, that's 50 brushes in total. With this methodabove, you will have cut this in half, to 25. This is very useful forlarger maps and also compile time, as well as r_speeds! Lots of goodthings there!
  
  But why?Well, the more brushes you have, the longer your compile time will be,both on CSG and VIS. So if you've halved the amount of brushes used,you've chopped off a lot of time that VIS will take to compile yourmap.
Also, it will be reducing r_speeds by the fact that insteadof the engine having to draw two brushes, it draws one instead. In ahigh w_poly area, this application can work wonders on reducing it.And, since doorsteps will be quite small, VIS won't have to berendering two small brushes, it will have to be rendering one biggerbrush. This is good because big brushes are rendered faster.
  
  Note that this can also be done using the clip tool.
  
Now, obviously, there are more things that this can be applied to.Corner sections of walls are an example. Not only can you reduce theamount of brushes used, you can also give the corner a better look,rather than a 90 degree angle.
  
  Here we have a corner:
  
  
  
Now, going on the information above about compile times and enginerendering, this will be bad for rendering. Two brushes, that are alsothin = slower rendering. So what can we do? Well, our friend, vertexmanipulation can be applied!
  
  First of all, create a 5 sided cylinder and go into vertex manipulation mode:
  
  
  
  Now, adjust the shape until you have this:
  
  
  
  Replacing the two-sided corner we had earlier, we now have this:
  
  
  
There we go! Looks much better than a 90 degree angle and we now havecut the brushes in half (2 to 1!). The brush is a lot bigger as well,so less rendering time spent too.
If you had that corner of two brushes in 50 places in your map, that's100 brushes in total. Instead, you can have 50 brushes, with 7 facesper corner rather than 12 using this method. Both counts are a lotlower, allowing for a better-looking map to be made!
  
These are only two examples of reducing brushes by using complexbrushes, but are the most common and simplistic ones I could think offor the tutorial. I know there are other ways of reducing brush countusing this method, I'm just not going to explain all of them!
  

  Remember,If your r_speeds are bad, and you've not tried this method yet, itcould be worth giving it a shot, as I brought mine down from 800 to 650using this method in one area on a map!
  
  
NB:After you finish using vertex manipulation on any solid and you likethe outcome, always do a test compile and check for problems. This way,if its wrong, you can fix it straight away.
  By The God

[ 本帖最后由 Simen.sllove 于 2007-11-20 09:24 编辑 ]

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发表于 2007-11-18 14:36:59 | 显示全部楼层
又看到所长的签名了

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发表于 2007-11-18 15:07:38 | 显示全部楼层
This is very useful forlarger maps and also compile time

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发表于 2007-12-8 12:51:05 | 显示全部楼层
好,我假定你已经取得了一定的经验与vertexmanipulation工具或经过首补习这一系列。如果没有,那么我将建议学习这个工具之前,何乐而不为withthis补习,因为它会帮助你明白这一点。
   
好, sowhat究竟本教程的范围包括什么?那么,有一个限度theamount的画笔,这水平能有。这些都是8192年(使用zonerscompile工具) ,约半数的这笔款项,如果你使用standardcompile工具,随之而来的锤子。因此,如果你建立了自己的设立ablock和离间,你有两刷子。然而,用vertexmanipulation ,你就可以减少这1 ,让一个更complexand更大的图了。
  因此,这意味着你可以作出更多有趣的画笔,为你的地图,也少刷计数。
   
  所以允许采取举例说明楔。在这里,我们有一个座,并离间:
   
   
   
闲话少说,在这里我们有一个共有2刷。现在,如果你有这方面10different地方,在你的地图,供上门或行人斜道等,你会have20画笔,从这些单。
  现在,为了减少这种计数,你可以做到以下几点:
   
  做出像座下面,并到顶点的操控模式。面对队友的768 x 320 × 128 。
   
   
   
下一步的工作是选择在三维认为,对边最高的rightside的画笔,和久拖回来,对中心的座,象这样:
   
   
   
有你有一个楔!这挽救了就刷使用,为图andalso金额刷脸在你的地图。这似乎并不多, butsay你建立了自己的座和一个楔为20家门口,在地图和5ramps在你的水平,即50刷子总额。与此methodabove ,你将削减一半,至25日。这是非常有用forlarger地图,并编译的时候,以及r_speeds !很多goodthings有!
   
  但为什么呢?没错,更刷你,时间越长,你的编译的时候会,双方就csg和可见。因此,如果你已经减半金额刷子用,你应该切掉了很多时间,这对于将采取什么编译yourmap 。
同时,它会降低r_speeds由事实insteadof引擎后,得出两个画笔,它提请之一,而不是。在ahigh w_poly领域,这种应用可以奇观降低it.and ,因为门口将非常小,对于不须berendering两个小刷子,将要绘制的一个biggerbrush 。这是一件好事,因为大刷子已变得更快。
   
  注意,这也可以被用做剪辑工具。
   
现在,很明显,有更多的事情,这可以应用于to.corner路段的墙壁是一个例子。
   
  在这里我们有一个角落:
   
   
   
现在,在进行以上各项资料汇编约时代和enginerendering ,这将是坏的渲染效果。两刷子,那是alsothin =慢渲染。那么我们能做些什么?那么,我们的朋友, vertexmanipulation可以适用!
   
  首先,创造了5片面缸和到顶点的操控模式:
   
   
   
  现在,调整形状,直到你有这:
   
   
   
  更换两方面的一个角落,我们所说,我们现在有这个:
   
   
   
还有,我们走!看来,远胜90度角,现在我们havecut刷子在半年( 2比1 ! ) 。画笔无疑是一个庞大的更大的作为,所以较少渲染所花的时间太多。
如果你有这样的一个角落,两个刷子,在50个名额,在你的地图上, that's100刷总额。反之,你可以有50个刷子, 7 facesper角落,而不是12个使用这一方法。这两方面是一个lotlower ,以便更好地看地图,以作!
   
这些仅仅是两个例子,减少刷用complexbrushes ,但是是最常见,最简单的,我觉得offor的补习。我知道还有其他的方法,以减少刷countusing这种方法,我只是不想解释,他们全部!

   

  请记住,如果你的r_speeds是坏了,你还没有尝试这种方法,但itcould值得给它打了,正如我所带来的矿井下,从800到650using这种方法在一个地区一个地图!
   

   
注:当您完成使用顶点手法对任何固体和你likethe成果,始终做试验汇编,并检查问题。这样,如果它的错误,你可以修补,立竿见影。

  由上帝

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发表于 2008-1-2 22:09:19 | 显示全部楼层
老用在线翻译翻,有意思么?
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