Fragfest Mapping ?
wrote:its just a bit of mess here, V is using his pack and asylum map which seems to not have any fps drops but to work that map he need a 200mb file.mzi is playing in the separate map asylum, which has in some parts of map some fps drops (not in whole map)
i think there was some missunderstood between u both, if not then sorry for offtopic.It's OK. In deed there is no difference if maps use textures and shaders which are in a separated archive or in the same archive. The main idea - they are identical and use the same files: textures and shaders (scripts).
As I know, mzi hasn't modified *.bsp and *.aas files (that I had offered). So it can be modifications of textures or shaders, but I don't think so, too... It seems to be a server problem, though 50-80 fps seem to be enough to play Quake.
i tryied to play the asylum map (the separated one) and in lan i had same fps drops, but not in whole map, this hapens only in the place were are some shaders (light from windows) in that map, only it hapens there, in other parts of map all is fine. Dont know what it can be... Oo
i tryied to play the asylum map (the separated one) and in lan i had same fps drops, but not in whole map, this hapens only in the place were are some shaders (light from windows) in that map, only it hapens there, in other parts of map all is fine. Dont know what it can be... Oo
Such "industrial" maps have complex lighting and textures interlacing (by shaders). That charges your VGA. But I think that modern VGAs should get through such "problems" without fps dropping.
To solve such a problem one can simplify shaders (without modifying *.bsp files - to conserve compatibility with other player's maps) or buy more powerful VGA
if its only about a big snow area, thats doable in no time tbh.
wrote:wrote:its because ql uses png, wich is smaller than q3a targas
more time to load,And what? I converted all necessary *.png to *.tga and maps and their stuff are downloaded at once before a round. So I can't understand what you want to say.
its not about converting the stuff, tga files are larger than png, have noticed?
mzi already said what i wanted to say,
it makes loading times slower and fps lower, it'll lag
Wrong. png (up to 32bit) file are lossless and so are easily much bigger than most Targa files. Targa file format is very efficient (in its 16bit state) which is why most game engines use these by default. I wonder why quakelive uses png... maybe its down to the fact the maps are really really simple. You could prolly use .raw files and it would still run smooth. The only lag ive had in quake live is due to post processing.
Anyways if you want a map big enough just use a normal super huge map and retexture it. It is very easy and doesn't require much know how... maybe try and learn to do it yourself it would take maybe a few hours?
(or force off xp_Nosnow)
Mb here can found good http://www.map-factory.org/quake-3/
I could do something if i find the time
I just found out how to fix gtk on win 7. Yeeey
__________
epsislow
I think, maybe we can use a big CTF map.
qlmap-silentnight for examble ( i need more files pak0 or something?)
can you please talk in english
Fragmovies and more Click ME!
AsphyxEvents Website Click ME!