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Best Map Compile Utilities

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sun Nov 01, 2009 5:12 pm Post subject: Best Map Compile Utilities |

What are the best map compile utilities? My goal is to find out what utilities I should use if I am trying to get as high an FPS as possible. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

Last edited by Team Xlink on Thu Nov 05, 2009 8:51 pm; edited 1 time in total

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Mon Nov 02, 2009 10:26 am Post subject: |

Enhanced TreeQBSP ================= Main features are : * Very low memory requirements, typically 10-20% of most other compilers. * Fast processing, partly due to the low memory requirements.
* Large map capacity; most limits are beyond the Quake engine capacity.
* High precision in floating point calculations.
* MultiWAD (WorldCraft-style) and wildcard support.
* Support for default wad file if no other wads found.
* Support for Valve WAD3 format.
* Support for Hipnotic/Ritual entity rotation.
* Support for enhanced texture positioning in QuArK.
* Support for Valve 220 map format, e.g. from Hammer.
* Support for Q2/Q3 map format, e.g. from GtkRadiant.
* Support for floating point coordinates in map files (e.g. from QuArK).
* Enhanced warning/error messages.
* Enhanced leak handling.
* Progress feedback that works in any console and does not cause performance loss.
* Transparent water support.
* Cleanup of texture names.
* No hull files.
* Log file.
* INI file.
vs
Enhanced TxQBSP
===============
Main features are :
* Very low memory requirements, typically 10-20% of most other compilers.
* Fast processing, partly due to the low memory requirements.
* Large map capacity; most limits are beyond the Quake engine capacity.
* High precision in floating point calculations.
* MultiWAD (WorldCraft-style) and wildcard support.
* Support for default wad file if no other wads found.
* Support for Valve WAD3 format.
* Support for Hipnotic/Ritual entity rotation.
* Support for enhanced texture positioning in QuArK.
* Support for Valve 220 map format, e.g. from Hammer.
* Support for Q2/Q3 map format, e.g. from GtkRadiant.
* Support for floating point coordinates in map files (e.g. from QuArK).
* Enhanced warning/error messages.
* Enhanced leak handling.
* Progress feedback that works in any console and does not cause performance loss.
* Transparent water support.
* Cleanup of texture names.
* No hull files.
* Log file.
hmm, maybe its just a namechange??

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Wed Nov 04, 2009 4:09 am Post subject: |

..Well once upon a time I thought TxQBSP was the one to support Quark's enhanced texture positioning where as TreeQBSP did not. Not sure any more though.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Thu Nov 05, 2009 8:53 pm Post subject: |

I edited my first post in this topic to avoid starting a new topic that was so similar. So what are the best map compile utilities if your goal is to achieve as high an fps as possible. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Fri Nov 06, 2009 11:59 am Post subject: |

The compiler does not matter as much as your map(ping style). I think it does not matter at all. _________________ Quake Maps

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri Nov 06, 2009 10:13 pm Post subject: |

The compiler really can't magically speed up your maps..

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat Nov 07, 2009 1:22 am Post subject: |

LordHavoc's hmap compiler supports a bigger lightmaps extension thingie. only works with engines that support that, but it means less surface fragments and thus a bit higher framerates. so mneh. _________________ What's a signature?

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Sat Nov 07, 2009 11:25 pm Post subject: |

In tests, Bengt's vis tool seemed to do the best culling. I would advise to use that. You can see how much of a map is actually rendered with an engine that lets you lock the PVS, like Tyrquake. It was pretty interesting to do this and compare the rendering of the same map compiled using different vis tools.
That will influence FPS for sure.
I think some engines also promise improved culling, but that's beyond the mapper's control (well, without applying unreasonable methods).
_________________
ReMakeQuake
The Realm of Blog Magic

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Nov 08, 2009 2:51 am Post subject: |

goldenboy wrote:
In tests, Bengt's vis tool seemed to do the best culling. I would advise to use that..

Good to know.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sun Nov 08, 2009 11:58 pm Post subject: |

goldenboy wrote:
In tests, Bengt's vis tool seemed to do the best culling. I would advise to use that. You can see how much of a map is actually rendered with an engine that lets you lock the PVS, like Tyrquake. It was pretty interesting to do this and compare the rendering of the same map compiled using different vis tools.
That will influence FPS for sure.
I think some engines also promise improved culling, but that's beyond the mapper's control (well, without applying unreasonable methods).

Having improved culling in the engine seems like a very useful thing, do you know of any that have it?
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Nov 09, 2009 11:35 am Post subject: |

Hmm, I might have confused something, I just seemed to remember reading something like that in some engine readme. Sorry. It might have been bjp's engine, but I'm not sure at all. I'm a little out of the normal Quake scene. Don't remember too much of these things.
I should have worded that better. An ISTR would have been appropriate
I do definitely remember doing that vis test on one of my maps, though.
_________________
ReMakeQuake
The Realm of Blog Magic

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