Entdata optimizer tool (1.1.1 Release)

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Entdata optimizer tool (1.1.1 Release)
Mar 30th 2004, 11:45
Novice

Post: #1
Reply to: #None

Joined: 23rd Nov 2003
From: Australia
Posts: 315

OPT_ENTDATA
CURRENT RELEASE: 1.1.1 Release

Download:
http://fragbait0.homelinux.net/files/opt_entdata_1.1.1.zip

Testing release (1.1.2-dev)
http://fragbait0.homelinux.net/files/opt_entdata_1.1.2.dev.zip

**NEW EMAIL**
tlevi@internode.on.net

Message last edited by FragBait0 on Sep 15th 2006 at 09:43.

Re: compile error
Mar 30th 2004, 12:37
Padawan

Post: #2
Reply to: #1

Joined: 10th Oct 2001
From: United Kingdom
Posts: 149

One other thing you can do: only one of each named light needs to be in the final BSP. So if you have two lights/light_spots with the same name, one can be removed.

Re: named light removal
Mar 30th 2004, 12:56
Novice

Post: #3
Reply to: #2

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Good idea there. It might be a bit difficult to implement with what i have right now but i will certainly think about it :). Keep in mind also all that this program has only been tested by me so far on a handful of maps. I can not even begin to assure you it will not fux your BSPs. Also you need to use ripents to make a .ent file and then again to include it back in your bsp.

Re: compile error
Mar 30th 2004, 16:57
Padawan

Post: #4
Reply to: #3

Joined: 10th Oct 2001
From: United Kingdom
Posts: 149

If you're interested, I have an (unreleased) tool that does the named-light-removal thing, as well as merging identical lightmaps... it can strip about 200Kb off a typical NS BSP. If you want a copy of the source (C++ I'm afraid), mail me: pr.searle@ntlworld.com

Re: compile error
Apr 7th 2004, 15:18
Novice

Post: #5
Reply to: #4

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Sounds great. Once I have a clue about C++ I might have a look at that :)

EDIT: To mod the lightmaps as you say i would need to read and write the BSP format and funky stuff... Im not going to do that just yet but i will have a shot at the light ents.

Message last edited by FragBait0 on Apr 07th 2004 at 15:21.

Re: Entdata optimizer tool.
Apr 14th 2004, 04:08
Novice

Post: #6
Reply to: #1

Joined: 23rd Nov 2003
From: Australia
Posts: 315

I have found a problem with the ordering of processes within the program which causes it to NOT remove most lights, depending on your FGD configeration. I will be fixing this for the next release in a week max which will also remove duplicate dynamic lights.

Re: Entdata optimizer tool.
Apr 21st 2004, 15:35
Novice

Post: #7
Reply to: #6

Joined: 23rd Nov 2003
From: Australia
Posts: 315

opt_entdata 0.2 Beta.

I have made the dynamic light removal feature addition and fixed the bug with removal of lights. Some other bugs have been fixed also.
Grab the file at http://users.tpg.com.au/dplevi/opt_entdata.zip

On my DM level it cuts entdata down to just less than 44% of it's unoptimized level :)

Message last edited by FragBait0 on Apr 21st 2004 at 15:36.

Re: Entdata optimizer tool.
Apr 23rd 2004, 02:33
Maharishi

Post: #8
Reply to: #7

Joined: 17th Jan 2001
From: Denmark
Posts: 12029

@FragBait0: thums up for this program i am already including it in a batch compiler specification file that i am making, keap on improving it :)



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Re: Entdata optimizer tool.
Apr 23rd 2004, 09:23
Novice

Post: #9
Reply to: #8

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Thanks Wolf.

On a sader note a bad bug has come up which can leave your maps with very scewed up entdata -- half-life dosent seem to run and complains about "missing { when found classname" or something. For now DO NOT use this tool until I post an update - hopefully in the next few hours.

Re: Entdata optimizer tool.
Apr 24th 2004, 07:31
Novice

Post: #10
Reply to: #9

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Last night i tried to fix this problem but its giving me more trouble than i had hoped. Im having a LAN for a few days so dont expect a fixed version too soon. I have also taken the file down due to how fuxed my code is.

Re: Entdata optimizer tool.
Apr 27th 2004, 14:23
Novice

Post: #11
Reply to: #10

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Hi guys.
Had a great LAN but unfortunatly its back to school tomorrow. I have taken this last oppertunity to fix the script and thus i can present 0.3
I havent got the duplicate dynamic light removal going yet perl dosent like something about it so i re-wrote stripnulents, and added removal of light_environment. For those that bother to look at the script in an editor you will notice a few comments extra in the code. It explains things a little... some of those loops are nasty :)

Changelog (in the script file)
#0.3 BETA
#Fixed crippling bug in light optimisation making some maps unplayable (See below).
#Disabled complete removal of duplicate dynamic lights till fixed (im having a lot of trouble with this may not happen)
#Removal of light_environment added, based from info_texlight removal code.
#Rewrite of the stripnulents part of things, it should remove more and should be faster.
#Made help a little nicer.. I hope.
#Added some comments so I, and others, know what the hell this thing is doing. Well a *bit* more anyway :)

Grab it at OLD
Now to 0.4... :)

EDIT: fixed the link up.

Message last edited by FragBait0 on May 01st 2005 at 16:45.

Re: Entdata optimizer tool.
Apr 28th 2004, 21:57
Maharishi

Post: #12
Reply to: #11

Joined: 17th Jan 2001
From: Denmark
Posts: 12029

grate news.

yaeh thow LAN's are fun.

alittel side note to 0.3 for 0.4
Later versions of the compiler has addet suport for turning on and off the light_enviroment and texlights(by triggering the entity that they are on if it hase a special zhlt trigger set) so you might only want to remove light_enviroment if it dosn't have a name and look test if the texlights funktion.



hl-tools hl-compiler cs16-fgd find a leak hl entities

Re: Entdata optimizer tool.
Apr 29th 2004, 08:52
Novice

Post: #13
Reply to: #12

Joined: 23rd Nov 2003
From: Australia
Posts: 315

When you say the compiler i can only assume you mean MHLT and XP-Cagey's builds of the tools... I was not aware of any light_environment switching function but i shall look into this.

According to the MHLT documentation on info_texlights i cannot see how they have anything to do with the switching of texlights. I myself have several switching texlights in various levels and they seem to be functioning correctly. I will go over this again to be sure.

Also I will be adding a -logfile option to this tool, probably similar to how XP-Cagey's opt_plns does it: just give it a file and thats where it writes too. Default behaviour WITH -logfile ON and NO FILENAME will be to write to the log that ZHLT etc make.
Very possibly 0.4 will not happen for a while unless any bad bugs come up.
Lastly, everyone, please feel free to suggest other optimisations and post bug reports. Keep in mind also, when making suggestions, that this tool only works with data about entities and my programming skills are very limited.

EDIT: i have simplified the -logfile stuff in 0.4 cos lets face it: who the hell wants to make a seperate log for every post-compile app they get?!?

Message last edited by FragBait0 on May 02nd 2004 at 11:03.

Re: Entdata optimizer tool.
Apr 29th 2004, 12:11
Maharishi

Post: #14
Reply to: #13

Joined: 17th Jan 2001
From: Denmark
Posts: 12029

yep i am refering to zhlt253c17p13.

about the info_texlights i just wasen't aware how it funktioned, so i just wanted to know if you knew that they wher switchable and that the optimizer didn't screw this, but you seam to have bean ahead of me ther :D

the light_environment switching is almost usles but i hear that you can change the sky as weal and a flickering sky light might work for thunder...

i will keep my eyes pealed for any more expendable ext data ;)



hl-tools hl-compiler cs16-fgd find a leak hl entities

Re: Entdata optimizer tool.
May 2nd 2004, 09:42
Novice

Post: #15
Reply to: #14

Joined: 23rd Nov 2003
From: Australia
Posts: 315

...and here it is.

opt_entdata 0.4
I have made a few more changes than expacted so ill list everything here.

Merged of info_texlight/info_compile_parameters etc code. Stopped removing light_environment (for now).
Addition of -log option
Addition of -noscrspam option.
-For those who dont want anymore scrolling into hammer window.
Fixer for paths like c:/half-life/models/gman.mdl to models/gman.mdl thus adding -nofixpaths option. (put into my head by Naigel on the NS forums.)
Added prints of sizes and (rough) percentage of original file.
Prints out a little nicer for the user.

Overall this is getting very close to a final version.

Im not sure that im ever going to get the merging of identical dynamic lights and light_environment apparently can be switched (thanks wolf) so i will need to check that out and figure where to add it.

So go for it in about 10 minutes once the file is fixed up on the FTP server. :)
OLD

EDIT: got the download URL wrong. it works now :)

Message last edited by FragBait0 on May 01st 2005 at 16:45.

Re: Entdata optimizer tool.
May 3rd 2004, 08:12
Maharishi

Post: #16
Reply to: #15

Joined: 17th Jan 2001
From: Denmark
Posts: 12029

the -nofixpaths option rocks. (/me tryes to figuer out somthing equaly ginues)
a specification file for nem's batch compiler should be ready on wensday or thersday :)



hl-tools hl-compiler cs16-fgd find a leak hl entities

Re: Entdata optimizer tool.
May 4th 2004, 13:02
Novice

Post: #17
Reply to: #16

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Well its more the addition of what its supposed to turn off. :)
Im thinking of doing a test to see if you picked file exists - maybe a warning in the log or something if its not found. Its only good if you navigate to your mod dir and select something. note how it doesnt work on anything without the /models. Might change the search a bit to work on that.. meh. Im not really sure what else i can do with this prog.. keep thinkingon it ppl.

0.5 might happen next weekend if i get bored.. maybe. lol.

Re: Entdata optimizer tool.
May 6th 2004, 13:23
Novice

Post: #18
Reply to: #17

Joined: 23rd Nov 2003
From: Australia
Posts: 315

Okay i *did* merge info_texlights and info_compile_parameters checking but i didn't change the params or the code that checks/sets em. Its not something that is crushing the porgram badly but if you try to use -notexlight it wont work. Until 0.5 -nocompileparams does that and stops removing info_compile parameters.

While im at it 0.5 will probably be done this weekend. I will be fixing the parameters (like anyone uses em :)) and changing the very hacked path fixer to check for files and have a more general/useful search. Probably going to be posted this weekend sometime..

Re: Entdata optimizer tool.
May 7th 2004, 23:48
Maharishi

Post: #19
Reply to: #18

Joined: 17th Jan 2001
From: Denmark
Posts: 12029

probably have the user specify the game path
but what if the model is in a .gcf or .pak

edit: just notes a norther bug in 0.4, it still says 0.3 :D



hl-tools hl-compiler cs16-fgd find a leak hl entities

Message last edited by wolfTop 100 Users #1 on May 08th 2004 at 03:23.

Re: Entdata optimizer tool.
May 9th 2004, 11:13
Novice

Post: #20
Reply to: #19

Joined: 23rd Nov 2003
From: Australia
Posts: 315

lol it says 0.3 didnt see that one!

yeah i was thinking the same about the models and stuff. im thinking i might leave it now - its the best solution without causing problems or having me spend hours writing stuff that is really way over my head.

I studied the light_environment situation - nowhere in zoner's, merl's or xp-cagey's docs did i see anything about light_environment switching so i have added it back in.

In a little while ill probably be posting 0.5 - and it *will* be saying its 0.5 :)

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