Path note problem

Mapmaking? Modeling? Discuss all that stuff that's too complicated for most mere mortals here.
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DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
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Hello everybody,

I have a question about the path notes at unreal editor.
Is it true that if i put more path notes in map, that my map will lagg?

I ask this question because in Energy Plant there are 1648 path notes and in other Monstermash 2 maps there are less than 1648 path notes.

Thanks for help

Apo :sbigsmile:

Finished maps:
DM-Elimination-Chamber :cheers:
DM-Grove-Street (50% ready) :banana: gangsta :swink:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_Ant
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Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Apok@lypse wrote:Is it true that if i put more path notes in map, that my map will lagg?
Nope. 0 - a million path nodes will mean a hundred frames per second for my machine.
However a million path nodes will mean a million hours to compile your map (it's adding reachspecs during the build).
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Take a look at standard DM and CTF maps that come with the game to see an example of how you should path your levels.
I advise against going overboard with pathnodes because (a) it'll take forever to build your map and (b) the more complicated the paths are the more chance bot/monster AI will act stupidly in choosing paths.
DW_Apok@lypse
DW Clan Member
Posts: 356
Joined: Wed Apr 22, 2009 5:09 am
Xfire: apokalypse86
Location: Leonberg, Germany
Contact:

Thank you very much for help Ant and Wail :ssmile: ,

how can i make a map playable on monstermash server without lagg.

Is there a trick?

For example a map size 5000 x 5000 x 2000

How many path notes?
How many particles for emitter?
How many meshes?
Is karma physics allowed?
.....
....
...
..
.

Oh by the way i didn t test DM-Elimination-Chamber on Testserver, can we test map, that would be nice :sinlove: .

Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->
(Next Map Fall 2016) Survive
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Apok@lypse wrote:Thank you very much for help Ant and Wail :ssmile: ,

how can i make a map playable on monstermash server without lagg.

Is there a trick?

Kind of curious why you think optimization is such a big deal. I realize some people use older machines, but I have not had any trouble with maps on MM in themselves. Just make your map as good as you can and if you end up having performance issues in the game you can always look into optimizing if your fully realized level is too demanding (Unless it's called CTF-Kernel or CTF-Semiramis, you're probably good.)
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