Game Development Community

Question about reasons to use compiled maps.

by Cinder Games · in Artist Corner · 10/21/2003 (6:13 am) · 5 replies

As the topic of the post suggests, i'm curious why i can't just use DTS files as my interiors instead of compiling a map via Quark or some other maps building program. As i'm a 3d artist and very familiar with my programs of choice, i want to know the benefits of using a compiled map format. Furthermore, i plan to use the "interiors" for a somewhat birds eye RPG format, if that makes any difference.

#1
10/21/2003 (6:26 am)
I think it is because dts is limited on amount of collision brushes youc an have, so if it is a fairly complex shape then you may find it hard to add enough collisions to keep your shape realistic.. ie people not running thru walls.. so I would go with hammer or quark as it allows unlimited collision and with proper lod's you can cut down some of the high fps..
now if it is a simple shape like a wall you should be able to use dts.. or a small building with less then 9 walls/floors/ceilings... I think the limit is 9 collisions.. but of course I may be wrong.. so if your building is large and complex you see why it would be a problem..
#2
10/21/2003 (7:17 am)
For a Bird's Eye view..
you can use whatever you like..
collision can be simple.


the compiled diff's are for walking around inside.
performing lots of collision test's
so a bsp structure is used to ease the burden.

dts collision are much more expensive
as well they are not designed to work the same way.
for example.

walking on a dts is not very easy.
walking on a diff is much smoother.
#3
10/21/2003 (7:22 am)
Sounds like i should do the majority of my map making via Quark, to ease the cpu cost for colision, and DTS for other objects which will have minimum or no colision. If an object is not colided with, does the code still test to see if it's coliding with the DTS?
#4
10/22/2003 (9:31 am)
I have a building (dts) with ~12,000 polys, I added a collision meash for it ~ 5000 polys and torque compiled it. So I do not think that there is a hard limit for collision brushes, BUT it took ~2-3 minutes to load 1 building, and the FPS went from 90 FPS to ~30 FPS, so there is definately performance limits.

This is on a athlon 3+ 1 gig DDR in parallel for 2x throughput, 128 MB fx grafics card...On the average system it would be much worse. Because of complex surfaces I am having some difficulty getting it converted to .dif, but when I do I will post the numbers as a comparisson.
#5
10/22/2003 (10:41 am)
@Cameron: What happens when your player actually collides with the building, Cameron? Or is that what causes the FPS drop?

@Ramen: The best method is probably to construct your buildings in Quark and add details as either small placeable difs (for simple forms like tables or chairs) or as dts shapes for more complex objects. Having your detail objects separate makes it easier to reuse your buildings by changing their decorations.

Quark, Hammer, etc are a pain in the ass at first, but really worth it in terms of your ability to fine-tune performance. Although with birds-eye view you aren't likely to need as much control of LOD and portalization, since there probably won't be many structures on the screen at once.