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【高级教程】R_SPEEDS的讲解

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发表于 2007-11-18 14:56:17 | 显示全部楼层 |阅读模式
R_SPEEDS - Part 1   
R_speeds eh? You may of heard of them, you    may not. What ever happens they are one of the most important parts of editing.    All they are is a way of telling how much detail is in your maps at one time.
  
  
Bring down the console and type R_SPEEDS 1    and then look at the wpoly and epoly. The wpoly is what people quote when    they tell you how high their r_speeds are. Mine are 1738 there and that is    very high. Valve kept theirs under 800 because they made it for software mode    as well and if the r_speeds go over 800 things disappear. But in this day    and age of 3D cards I it doesn't affect you too much if you are making a SP    map. They need to be low on CS maps tho because of lag and the face that people    expect to be able to play that in software mode.
  
If they are really high then your map will    slow down on some PC's. There are some tricks to lowering them and have lot's    of detail. Let's look at those now:
  
Ok first of all we have a pipe touching the    walls, a very common part of maps.
  
  
Notice the steel flanges on the pipe. These    can either be your worst enemy or your best friend. Let's take a look at the    right-hand side one.
  
  
  
All looks normal so far. They are all World    brushes there and what is happening is the pipe is cutting into the flange    and the flange is cutting into the wall. To see what I mean bring down the    console and type GL_WIREFRAME 2. What this will do is display what the engine    is well erm displaying.
  
  
ARGH! Look at how it is cutting the wall up    into slices! That one cylinder becomes many pieces as does the wall. Simply    eats r_speeds for no reason. Now let's look at the other end:
  
  
  
With GL_WIREFRAME 2 turned on you can immediately    see the improvement. How? Well it's a well known fact that enitities don't    break up walls like world brushes do. So just make the flange a FUNC_WALL    and then the wall remains normal as does the flange itself. Cool huh? Leave    the actual pipe itself a world brush because entities don't block light and  shadows always look cool so use flanges.
So you understood the first part? Good good.    Now we are gonna need to understand what VIS is to carry on in this tutorial.
  
VIS stands for Visible Information Set and    what it does when it compiles is work out what parts of the level are drawn    at any time the player is there. So if the engine can "see" a huge    open area then it is gonna take longer to compile and r_speeds are gonna rise.    Let's look at an example.
  
I set up a very basic area for this example.
  
  
  
At this point the engine is drawing the room    we are in, the corridor and the room down the end there with the crates in    it.
  
Take note of the r_speeds at this point.
  
  
Now one thing we must remember is that the    engine draws areas even when the player can't see them. To find out what it    is drawing at any point type gl_wireframe 2 in the console.
  
(r_draworder 1 for software mode)
  
  
As you can see the far room is being drawn    by the engine even though we cannot see it. This is very important to remember    so always check with the console command.
  
Right, how can we lower the r_speeds in this    situation? Add a door? nope, as a door would be an entity and rather unfortunatly    entities don't block VIS.
  
There is a way though, cast your eyes below.
  
  
  
As you can see I have deleted the old corridor    and added a bend. Let's see what this can do for us now.
  
  
  
As you can see the engine is drawing much    less then before, and for the final verdict:
  
  
As you can see the r_speeds have been cut    by almost 50%. Plus having a U-shaped corridor is far more interesting then    a straight one.
  
When you are making your maps always think    about what the engine can see, as CS is multi-player and every r_speed you    can knock off will reduce lag.
  
Experimentation is key.


[ 本帖最后由 Simen.sllove 于 2007-11-20 09:23 编辑 ]

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发表于 2007-11-18 15:08:22 | 显示全部楼层
break up walls like world brushes do

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发表于 2007-11-18 15:38:24 | 显示全部楼层
There is a way though, cast your eyes below.

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发表于 2007-12-8 12:52:55 | 显示全部楼层
r_speeds -第1部分
r_speeds嗯?你可以听到他们,你可能不会。什么以往的情况,他们的一个最重要的部分编辑。所有这些,是一种方式告诉多少细节就是在你的地图,在同一时间。

   


   
带来了安慰和类型r_speeds 1和,然后看看在wpoly和epoly 。该wpoly也就是人们引用时,他们告诉你如何高,其r_speeds 。煤矿是1738年有,那就是非常高。气门保持自己的下800 ,因为他们所作的,它为软件模式,以及如果r_speeds到超过800家的东西消失。但是,在当今这个时代的三维卡i ,它并不影响你太多,如果你正在作出的sp地图。他们需要低就政务司司长地图胸,因为拉力和面对人们预期能够发挥在软件模式。

   
如果他们真的是高那么你的地图将会放缓,对一些个人电脑的。也有一些招数,以降低他们有很多的细节问题。让我们看看那些现在:

   
好首先,我们有一个管道触摸墙壁,这是一个很常见的一部分地图。

   


   
公告钢法兰上的烟斗。这既可以是你最可怕的敌人还是你最好的朋友。让我们来看看右侧的一个。

   
   

   
所有看起来正常至今。他们都是世界上刷有什么事,是管裁剪成法兰和法兰是切到墙上。看到我的意思带来了安慰和类型gl_wireframe 2 。这将是展示什么发动机以及erm的展示。

   


   
argh !看看它是如何切割墙成片!其中一个缸成为许多作品作为是否墙。简单地吃r_speeds毫无理由。现在让我们看看,在另一端:

   


   


   
与gl_wireframe二日打开,你马上就可以看到改善。如何?以及它的一个众所周知的事实,即enitities不要打破了墙一样,世界刷子做的。那么,使法兰1 func_wall然后墙维持正常作为是否法兰本身。酷呵呵?离开实际管本身是一个世界刷,因为实体不座轻型和阴影始终看酷,所以使用法兰。

所以你理解第一部分?好的好的。现在,我们在哪里也需要了解什么对,是进行对在本教程。

   
对于主张有形的信息内容和它的时候,它编制工作,是出于什么零件的水平得出任何时候球员在那里。因此,如果引擎能够"看到"一个巨大的开放区,那是在哪里也需要较长的编纂和r_speeds是好的上升。让我们来看一个例子。

   
我成立了一个很基本的面积为这个例子。

   


   


   
在这一点上的发动机是绘制室,我们在走廊和房间内下跌年底有与箱中。

   
注意该r_speeds在这一点上。

   


   
现在有一件事我们必须记住的是:引擎提请领域,甚至当玩家不能看见他们。为了找出究竟是什么绘画,在任何点式gl_wireframe 2在控制台。

   
( r_draworder 1软件模式)

   


   
正如你可以看到远远室正在草拟中,由发动机虽然我们不能看到它。这是非常重要的是要记住,所以每次都要检查与控制台指挥。

   
正确的,我们如何能降低r_speeds在这种情况呢?放入门? nope ,作为一个大门,将是一个实体,而不幸的实体不相座。

   
有出路,虽然,投你的眼睛下面。

   


   


   
正如你可以看到,我已删除了旧走廊,并增加了一个弯。让我们来看看是什么,这可以为我们做了。

   


   


   
正如你可以看到发动机是绘画少得多,然后才,并为最终裁决:

   


   
正如你可以看到r_speeds已经减少了近百分之五十。再加上有一个u形走廊是远远更有趣,然后直。

   
当你使你的地图经常思考的问题是什么发动机可以看到,作为政务司司长的是多玩家都r_speed你能敲掉小康将减少滞后。

   
实验是关键。

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发表于 2007-12-18 09:41:33 | 显示全部楼层
鸟文.看不明白!!!!所长
你真是我的偶像...我爱你!!!!!!!!!!!!!!!
(不是玻璃)
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