home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


huge, huge map issues

by paintball9 on 04/08/2008 20:52, 10 messages, last message: 04/09/2008 07:05, 2791 views, last view: 05/02/2024 14:36

im making a map for a school project of the pyramids of giza that is causing me a lot of headaches, for one it is 2048 across the map and has over 42 million seperate cubes inside so far. it takes 15 minutes to load, and im only half done with the structures creation, i have no lighting yet but i was hoping to add some later. my graphics card is not an issue as it usually runs around 25 fps (its a 7800gs)the main problem is when i try to copy chunks of the pyramid on to the next section, these chunks tend to be 1m+ cubes and i get win32 exceptions as soon as i try to paste them. any suggestions would be greatly apprectiated

   Board Index   

#1: my map

by paintball9 on 04/08/2008 21:10

if anyone wants to take a look at it here it is http://hostfil.es/file/10968/sauerbraten-project-ogz.html
and as a warning its brought every system ive tried it on to its knees. (and ive run it on all three versions, linux, mac and windows)

reply to this message

#2: ..

by JadeMatrix on 04/08/2008 21:44

Wow... That's one big map. I'm not even going to try to load it if it takes 15min on your machine.

My suggestion: scale down. There's really no way to make this map full scale unless you're working on some kind of supercomputer. AFAIK, the graphics card doesn't handle copying & pasting the cubes.

You could use giant mapmodels for the pyramids. It'd be easy to work out.

reply to this message

#2: ..

by MovingTarget on 04/08/2008 21:46

Ummm... 25fps is not good at all. On your map, my laptop never goes below 73fps (this is a LAPTOP). Takes less than two minutes to load. I'll report back later on copy/paste, as I have a bit of work to do.

reply to this message

#3: ..

by MovingTarget on 04/08/2008 21:47

Oh and I forgot. Can you post your (full) system specs?

reply to this message

#4: Redid; sent.

by demosthenes on 04/08/2008 21:59

The map opened fine in about a minute on my system, I did a remip right away and cut WTR from 1229K to 42K.

Then I took a quite large gridsize and redid the pyramids. A subsequent remip got WTR down to 2K, and I sent the map (now 2.6 KB instead of 2.5 MB) back to you.

A couple tips: When working with large maps, hash stuff out with large gridsizes.

Also, hit 7 in edit mode to turn outlining on, and watch out for areas of black (where the lines are more dense than the texturing).

---

The biggest problem you've got is that you've been trying to work in gridpower 3, and that's just not going to work. Hold G and scroll up/down to change gridsize, and work with the largest one you can.

Your computer should be able to handle the copy of the map I sent you. :)

reply to this message

#5: Re: Redid; sent.

by paintball9 on 04/08/2008 22:42, refers to #4

thats quite impressive size change, the thing is that i was going for accuracy in placement and as close to it as possible for the sizes, and the way that lined up if i used a larger grid size i would have had to move the pyramid over a bit to get a similar size, and another thing was i was going to put the tunnels in and for some reason if you scale down to dig tunnels into the side of an angled block it messes up the side, ill post a pic later if i get around to it.

reply to this message

#6: Re: ..

by paintball9 on 04/08/2008 22:44, refers to #2

the shaders dont make a change in the time it takes to load

reply to this message

#7: Re: ..

by paintball9 on 04/08/2008 22:47, refers to #3

msi 845e max mainboard
p4 2.6ghz
1gb pc3200 running at 266mhz (supposed to be 2 gb but its high density so only 1 gb shows up)
bfg geforce 7800gs oc, oclocked from 400mhz to 500mhz core speed.
two crt monitors in clone mode, 17", 19"

reply to this message

#8: a few questions

by paintball9 on 04/08/2008 23:05

demosthenes you mentioned you did a remip, what exactly does that involve and what does it do to the current file?, the problem i mentioned with the side of angles that were dug into doesn't seem to be an issue here so that is great. you got it a whole lot closer than i thought it would be, aside from the centre pyramid which i can fix easily. that one is actually shorter than the pyramid of the right but it is sitting on higher ground and has a balcony type thing around it, thats the reason i had the 20 block elevation under it.

reply to this message

#9: Re: a few questions

by demosthenes on 04/08/2008 23:48, refers to #8

Executing "/remip" in the game console makes the largest triangles it can. Normally, when you pull a chunk of cubes out, it makes each individual cube its own set of triangles (two to a normal square side, of course). A remip will make the game take all of the surfaces it can and make them into as few triangles as possible.

So, each tier of your pyramids went from two-triangles-per-cube to several-cubes-per-two-triangles, which caused my framerate to go from ~45 to ~123. Then, after I remade the pyramids, I was getting about 330 frames.

With fewer triangles, the filesize shrinks some (as the cube that the triangles make is considered a single cube, so we drop amazing amounts of cubes that would otherwise have to be kept track of).

The pyramids weren't too far off from reasonable grid lines to begin with, so my mutilating them didn't do very much (on the middle one, one of the corners was actually identical in placement). So, if you can live with a bit of inaccuracy, that map I sent you is the best way to go.

Also, the sides (which are perfect 45 degree angles) won't distort very much when attacked with smaller gridsizes, because they can degrade gracefully all the way down to the smallest size. The corners should be the same way.

reply to this message

#9: Re: a few questions

by paintball9 on 04/09/2008 04:44, refers to #9

that helps a lot, so i wanted to keep the placement i had so i just did the remip to my map and finished the pyramids with copy and paste which now works amazing. but i will definitly mention that you helped out with this, thanks

reply to this message

#10: Re: a few questions

by demosthenes on 04/09/2008 07:05, refers to #9

Hey, no problem. Always glad to help out another hugemapper. :)

reply to this message

   Board Index   


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53873594 visitors requested 71648818 pages
page created in 0.011 seconds using 10 queries
hosted by Boost Digital