RFeditPro Response Time
RFeditPro Response Time
I'm having a problem with rfeditpro. As my level is getting bigger, the response time (ie. the time it takes to process a geometry resize command) is getting slower and slower. Its at the point where I have to wait almost 2 MINUTES just to make a tiny geometry adjustment. That is insane. The level isn't even that big! At least, it's nothing compared to the size of some of my Half Life levels. I'm looking into using Worldcraft for my geometry, but I'd like to avoid the addition of another tool to my workflow if possible. I read about an "auto-rebuild bsp" feature in the help file and initially thought that it was my problem. However, the problem persisted even after I disabled auto-rebuild (unchecked it under "mode"). Am I doing something wrong? Is autorebuild the problem? If so, how can I actually disable it? If not, then what is?
Some things I've found useful when creating levels with RFEditPro:
1.) Add as little entities as possible when creating the BSP geometry. Add all the pawns, StaticMeshes etc. after you have completely finished the geometry.
2.) Hide the parts of the level that you are not modifying.
3.) Decrease the Max Undo Levels (File -> Preferences). I use 5-10.
4.) Every once in a while save your work and restart the level editor.
1.) Add as little entities as possible when creating the BSP geometry. Add all the pawns, StaticMeshes etc. after you have completely finished the geometry.
2.) Hide the parts of the level that you are not modifying.
3.) Decrease the Max Undo Levels (File -> Preferences). I use 5-10.
4.) Every once in a while save your work and restart the level editor.
Pain is only psychological.
It's very usefull to use brush groups. There is a panel on the left that says 'Groups'.
You can group the brushes and entities in those groups and then hide the whole group. When you selected Entities and/or Brushes you can add them to the current group with the 'Add to current' button, or create a new group with them with the 'Create new group' button.
then you can hide them by unchecking the 'visible' box.
When you compile, you should make all groups visible again, because sometimes it can confuse the compiler if you don't.
Disabling auto-rebuild also helps a bit.
What can help if you've got many actors in the level is to disable thje actor rendering:
Go to Project->LevelOptions.
There is an input field that sayys 'Actors Directory'.
If you just point it to a directory that does not exist, the editor cannot find the actors anymore and doesn't render them.
This has no effect on the game, in the game they will be visible.
I hope i didn't confuse you.
You can group the brushes and entities in those groups and then hide the whole group. When you selected Entities and/or Brushes you can add them to the current group with the 'Add to current' button, or create a new group with them with the 'Create new group' button.
then you can hide them by unchecking the 'visible' box.
When you compile, you should make all groups visible again, because sometimes it can confuse the compiler if you don't.
Disabling auto-rebuild also helps a bit.
What can help if you've got many actors in the level is to disable thje actor rendering:
Go to Project->LevelOptions.
There is an input field that sayys 'Actors Directory'.
If you just point it to a directory that does not exist, the editor cannot find the actors anymore and doesn't render them.
This has no effect on the game, in the game they will be visible.
I hope i didn't confuse you.
Everyone can see the difficult, but only the wise can see the simple.
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No no, that wasn't confusing, and thanks for the help! I'll try some of your suggestions, though I think I may have solved the problem anyhow. I just tried out rfedit from the downloads section, and it performs much better. But I'll keep your advice in mind if I ever have a similar problem again. And I'm still shocked that the slowdowns were that bad on a Athlon 64 3000+ with a gig of RAM and a GeForce 6600!
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
I have 8800GTX with Duo Core(one is 2.14GHz and other is a little more) and it still lags, so I don't think it's your computer fault. BTW, thanks for that tip about not rendering actors, that helped alot. I think this hsould be made sticky because everyone is encountering these kinda problems
Lithuanians for Georgia!
The 3D view in all Genesis-based editors (exluding Jet3D's and Destiny3D's, if it's still arond) uses no 3D acceleration whatsoever, so it's extremely slow sadly.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
"i only use them for finishing the levels, i.e entities, textures, i use WC it's much better"
Ya, thats what I was going to do. But it turns out that rfedit really doesn't seem to suffer from the same problem, and I am now using it as my primary editor. It's just simpler to manage content creation if it's only going through one program rather than a handful.
Ya, thats what I was going to do. But it turns out that rfedit really doesn't seem to suffer from the same problem, and I am now using it as my primary editor. It's just simpler to manage content creation if it's only going through one program rather than a handful.
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*GD*