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		<id>https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=9439</id>
		<title>Known System Configurations</title>
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		<updated>2009-12-21T02:12:07Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Radeon HD 3000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This page should be used to collect feedback about user system and the performance or problems they have been experiencing. Be sure to mention your CPU, amount of RAM, graphics card and operating system in the specs. (Don&#039;t post unimportant things like power supply or what type of case you have.). For performance feedback, specify an average FPS you&#039;ve been getting, the video settings you&#039;re using and (important!) the FM you&#039;ve been playing. Feel free to post a free-form description of your experience. In case of display problems, the graphics driver version might be of interest.&lt;br /&gt;
&lt;br /&gt;
==Nvidia==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GeForce FX===&lt;br /&gt;
&lt;br /&gt;
*Fidcal (1)&lt;br /&gt;
**CPU: Celeron 3.06Ghz&lt;br /&gt;
**Ram: 2GB&lt;br /&gt;
**GPU: Nvidia GeForce &#039;&#039;&#039;FX5900&#039;&#039;&#039; 128MB&lt;br /&gt;
**OS: Windows XP SP3&lt;br /&gt;
**Performance: Just about playable on minimal settings 800 x 600 etc. Chalice of Kings seeing 20 to 30fps at best (well 50 or 60fps in a cupboard); the most complex areas in the house it drops to 10 to 20 and sometimes 7 or 8. Even with alerts I played through this OK but definitely not smooth.&lt;br /&gt;
**DarkRadiant: Slow but useable but cannot run simultaneously with Dark Mod except with very small maps.&lt;br /&gt;
&lt;br /&gt;
===GeForce 6===&lt;br /&gt;
&lt;br /&gt;
*demagogue (desktop)&lt;br /&gt;
**CPU: AMD Athlon 2650e 1.60 GHz&lt;br /&gt;
**Ram: 2GB&lt;br /&gt;
**GPU: Nvidia GeForce &#039;&#039;&#039;6150SE&#039;&#039;&#039; nForce430&lt;br /&gt;
**OS: Windows Vista sp1&lt;br /&gt;
**Performance: On my own Patently Dangerous, running at 800x600, no AA, Ambient and Interactive Shading on &amp;quot;Standard&amp;quot;.  Usually 40+ FPS inside and 20 outside on the streets.  I&#039;m also running it off an external hard-drive; not sure if that slows things down a little.  IMPORTANT:  I noticed in the &amp;quot;Video&amp;quot; settings, if I set &amp;quot;Interactive Shading&amp;quot; to &amp;quot;High Quality&amp;quot; (which is currently the default setting in the release version), a lot of brushes start getting large white-out video artifacts (You&#039;ll see them in the Training Mission sparring area).  You can get rid of them by switching Interactive Shading to &amp;quot;Standard&amp;quot;.  This problem was also reported by someone with a 6800GT (TelMarine, but SneaksieDave, also with a 6800 didn&#039;t report it, whatever that tells you.)  &lt;br /&gt;
**DarkRadiant: No problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (1)&lt;br /&gt;
** CPU: Intel Pentium 4 1.4 GHz&lt;br /&gt;
** RAM: 1GB&lt;br /&gt;
** GPU: nVidia GeForce &#039;&#039;&#039;6800&#039;&#039;&#039;&lt;br /&gt;
** OS: Windows XP SP1&lt;br /&gt;
** Performance: no problem running TDM missions in general, and usually decent to good framerates.  A mission like Saint Lucia gets at least 15 FPS in the worst areas, and 40 FPS in simple areas.  Running at 800x600, no AA, std ambient.  Launching (first time only) and compiling missions can take a few minutes.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Inimitable&lt;br /&gt;
**CPU: Pentium 4 3.4ghz single core&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: Nvidia GeForce &#039;&#039;&#039;6800&#039;&#039;&#039; 256mb&lt;br /&gt;
**OS: WinXP, SP3&lt;br /&gt;
**Video Drivers: Nvidia 190.62&lt;br /&gt;
**Performance: Running at 1024x768, framerate is stable after bloom is turned off. Haven&#039;t encountered any issues.&lt;br /&gt;
&lt;br /&gt;
===GeForce 7===&lt;br /&gt;
&lt;br /&gt;
*Chiron&lt;br /&gt;
**CPU: AMD Athlon 64 X2 Dual Processor 4200+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: GeForce &#039;&#039;&#039;7300 GS&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: WinXP Pro SP3&lt;br /&gt;
**Video Driver: Nvidia 191.07 WHQL&lt;br /&gt;
**Performance: Its playable, but I can only get a good framerate in 800x600 with AA Off. As soon as its on, the FPS sometimes drops under 10. Bloom is off, The Shaders setting barely has an effect on the FPS. I experienced this on all maps released so far.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Sonosuke&lt;br /&gt;
**CPU: Intel Pentium D - 2,66 Ghz&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;7600 GS&#039;&#039;&#039; - 256 MB (AGP)&lt;br /&gt;
**OS: Windows XP Professional, SP3&lt;br /&gt;
**Performance: Resolution 1680x1050, V-Sync On, AA Off, TA x2, Bloom Off, Ambient rendering Standard, Interaction Shader High Quality. FPS drop when im going outside and sometimes inside too but its well playable. Never tried Bloom but i dont like it anyway. Never had a crash.&lt;br /&gt;
**Dark Radiant: No problems with DR yet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*SneaksieDave (4, updated configuration of 3)&lt;br /&gt;
**CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: nVidia GeForce &#039;&#039;&#039;7600 GT&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP SP2&lt;br /&gt;
**Performance:  In all areas of trainer and Saint Lucia with vsync disabled, framerate tops out and stays at 60FPS.  Running at 1024x760, 2x AA, std ambient.&lt;br /&gt;
**DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*caleb59&lt;br /&gt;
**CPU: Intel Pentium 4 HT - 3.20Ghz Prescott&lt;br /&gt;
**RAM: 2GB DDR (Dual Channel + PAT)&lt;br /&gt;
**GPU: Pine XFX GeForce &#039;&#039;&#039;7600 GT&#039;&#039;&#039; - 256 MB GDDR3 (AGPx8)&lt;br /&gt;
**OS: Windows XP Professional, SP3&lt;br /&gt;
**Performance: Resolution 1680x1050, V-Sync Off, AA Off, TA x16, Bloom Off, Ambient rendering Standard, Interaction Shader High Quality. Mod is running fine and smoothly, with &amp;quot;Bloom&amp;quot; option &amp;quot;On&amp;quot; I&#039;ve noticed drop in FPS when diving under water so I&#039;ve disabled this option. All FM missions loads fine and I haven&#039;t any problems with fps or smoothly gameplay - great job - thanks to authors! BTW I also never had any crash.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Carnage&lt;br /&gt;
**CPU: AMD 3500+&lt;br /&gt;
**RAM: 1GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;7800 GT&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP&lt;br /&gt;
**Video Drivers: 178.24 due to problems with newer drivers when playing Risen&lt;br /&gt;
**Performance: Have it on 1680x1050, 4xAA, 8xAS, Bloom off. FPS drops with bloom on especially when outside.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Tirek&lt;br /&gt;
**CPU: Core 2 Duo E6400, 2.13 GHz &lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: Geforce &#039;&#039;&#039;7900 GTO&#039;&#039;&#039; 512 MB&lt;br /&gt;
**OS: Windows 7 Ultimate 64-bit&lt;br /&gt;
**Video Drivers:190.62&lt;br /&gt;
**Performance: Settings: 1024x768, no AA, 16x anisotropic, all details on high, bloom on. Didn&#039;t get around to measuring the framerate yet, but it&#039;s been good enough to never present an annoyance. Haven&#039;t yet noticed any particular problems. Subjective impression is that being underwater probably FPS drops somewhat, but not enough to bother me. Elsewhere it&#039;s generally very smooth.&lt;br /&gt;
&lt;br /&gt;
===GeForce 8===&lt;br /&gt;
&lt;br /&gt;
*peispud&lt;br /&gt;
**CPU: Intel Core2 Duo E4600 @ 2.40GHz&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8600 GS&#039;&#039;&#039;&lt;br /&gt;
**OS: WinXP, Linux Mint, Pardus Linux, Debian, Sabayon Linux, Ubuntu, PCLinuxOS, Mandriva, PC-BSD, Mepis Linux, Chakra ( Arch ) Linux, CrunchBang Linux&lt;br /&gt;
**Video Drivers: Nvidia 185.18.36&lt;br /&gt;
**Performance: Currently running on Chakra Linux with max settings, running fine. Tested on Mint and Ubuntu with similar results. I had an issue with the sound dissapearing, but it&#039;s good now.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Baddcog&lt;br /&gt;
**CPU: Intel Core Duo 6600, 2.66 ghz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8600 GTS&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Windows Vista Home Basic (32 bit, 3 gigs useable ram)&lt;br /&gt;
**Sound: X-Fi Xtreme gamer&lt;br /&gt;
**Performance: Fine on St. Lucia, need to DL beta...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Alacritous&lt;br /&gt;
**CPU: AMD X2 5000+&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: GeForce &#039;&#039;&#039;8600 GTS&#039;&#039;&#039; 256MB&lt;br /&gt;
**OS: Win XP pro SP3&lt;br /&gt;
**Video Drivers : 6.14.0011.9062&lt;br /&gt;
**Performance: So far, I can&#039;t see anything wrong at all. no flickering, water looks nice from above and below, missions load in under a minute. No crashes, nothing. It works flawlessly. The only performance lag I saw was when I played the editor startmap and I woke up all the AI at the same time.. it got pretty laggy then.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Swedish Taffer&lt;br /&gt;
**OS: Windows 7 Ultimate 32 Bit&lt;br /&gt;
**CPU: AMD Athlon 64 X2 6000+&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia Geforce &#039;&#039;&#039;8600 GTS&#039;&#039;&#039; 512 MB&lt;br /&gt;
**Video Drivers: version 8.16.11.9107 from 27/9&lt;br /&gt;
**Performance: 1920x1200, Antialiasing Off, Vertical Sync Off, TA 1X, Ambient Rendering Standard, Interaction Shader High, Bloom Off. Works good, I just had two crashes in one of two FMs I played, one during quicksave, got to load from hardsave. Maybe I could play with higher quality but I dont care for super good picture in games anyway, and I dont know what half of that stuff means anyway. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*BrokenArts&lt;br /&gt;
**CPU: AMD Athlon64 X2 4400+ 2.3GHz&lt;br /&gt;
**RAM: 2.5GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8800 GS&#039;&#039;&#039; 384MB&lt;br /&gt;
**OS: Windows Vista / Ubuntu 9.04 64bit&lt;br /&gt;
**Performance: No problems with any map @ 1680x1050, 0xAA, 8xAF, Bloom disabled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*HappyCheeze&lt;br /&gt;
**CPU:Intel Q6600 Quadcore 2.4 GHz&lt;br /&gt;
**Ram: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8800 GT&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP and Windows 7 RC&lt;br /&gt;
**Performance: Running at 1280x1024, all max except for AA. I get around 60 FPS indoor and usually 30s outdoors. For some reason, I cannot run maximum AA. It drops the FPS sharply. I am unsure as to why this is. I can run maxed out AA on other games such as TF2 and Oblivion (with clip plane low of course). If I can run source engine games maxed out, than I am confused as to why an older engine cannot be run the same way.&lt;br /&gt;
**DarkRadiant: No problems. I use two monitors. Really helps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*STiFU&lt;br /&gt;
**CPU: Intel Core2 Q6600&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8800 GTS&#039;&#039;&#039; 640MB&lt;br /&gt;
**OS: Windows 7 Professional&lt;br /&gt;
**Driver: 191.07 WHQL&lt;br /&gt;
**Performance: Playable at 45 to 60 fps at 1680x1050, 16xAF, 2xAA and maxed out detail-settings including bloom. Under water only 14 fps. (That blurred vision seems to hit performance really hard)&lt;br /&gt;
**Notes: Doom 3 crashes on me every now and then, but it&#039;s rather rare (3 to 4 hours until crash). Once it crashed during a save-operation, which destroyed that savegame.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Subjective Effect&lt;br /&gt;
**CPU: Intel Core2Duo E6600 @2.4GHz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: GeForce &#039;&#039;&#039;8800 GTS&#039;&#039;&#039;&lt;br /&gt;
**OS: Vista Home Premium&lt;br /&gt;
**Video Driver: 8.16.0011.9062&lt;br /&gt;
**Performance: Running at max res according to TDM settings page though it looks like 1650x which I think is the case because I just copied over an old beta-test install in which I&#039;d custom set it. Bloom on, no problems, smooth as you like. FPS unknown but likely 30ish due to smoothness. &lt;br /&gt;
**Summary: perfect. Looks fantastic, plays fantastic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*AlarusLOL&lt;br /&gt;
**CPU: Intel Quad Core Q6600 @ 2.4GHz&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;8800 GTS&#039;&#039;&#039; 640MB&lt;br /&gt;
**OS: Windows XP Pro SP3&lt;br /&gt;
**Video Driver: 182.05&lt;br /&gt;
**Performance: No problems. I typically run a solid 60 FPS but I get momentary drops to about 45 FPS when outside or there are a lot of lights and AI around. Seems like I sometimes get small &amp;quot;hiccups&amp;quot; when outside, but they&#039;re subtle. I get about 15 FPS underwater with bloom on, and 30-60 with it off. Load times are typically around 45 seconds to a minute. &lt;br /&gt;
**Resolution: 1280x800, V-Sync on, AA: x2, AF: x2, Bloom on, Ambient rendering: standard, Interaction shader: high quality&lt;br /&gt;
**DarkRadiant: Runs well, unless I open up a full-sized finished map (the training mission, St. Lucia) and then it gets choppy. Runs pretty well again once I filter out all entities.&lt;br /&gt;
&lt;br /&gt;
===GeForce 9===&lt;br /&gt;
&lt;br /&gt;
*LeatherMan&lt;br /&gt;
**CPU: AMD Athlon64 X2 5050e 2.6GHz&lt;br /&gt;
**RAM: 2.5GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;9600 GT&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Mandriva 2009.1 32bit / Ubuntu 9.04 64bit/32bit&lt;br /&gt;
**Performance: Quite playable @ 1680x1050 with 2xAA, 8xAF, Standard ambient, High Quality shaders, and Bloom enabled. Very few slowdowns, even on large maps, but with some lag underwater. UPDATE: Underwater lag is caused by Bloom being enabled, so I bound a key to toggle Bloom on and off. To add your own Bloom toggle, add the following line to your &#039;&#039;DoomConfig.cfg&#039;&#039; or &#039;&#039;autoexec.cfg&#039;&#039;:&lt;br /&gt;
***bind &amp;quot;F8&amp;quot; &amp;quot;toggle r_bloom 1 0&amp;quot;&lt;br /&gt;
**Dark Radiant: No problems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Hyeron&lt;br /&gt;
**CPU: Intel Core 2 Quad Q6600&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Geforce &#039;&#039;&#039;9600 GT&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Windows Vista, Windows 7 (x86)&lt;br /&gt;
**Video Driver: nVidia 191.07 WHQL&lt;br /&gt;
**Performance: Highly playable (mean framerate ~45/50) @ 1680x1050, Bloom + AA and AF on (4x/8x IIRC). Slight hit on FPS while underwater, nothing unbearable. Sound-wise though : sometimes sound just turns off until I quit the current mission and/or the game. Audigy 4 w/ EAX HD on, problem doesn&#039;t occur with EAX off.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*BlackSanguine&lt;br /&gt;
**CPU: AMD X2 3800+&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;9800 GTX&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows 7 Ultimate&lt;br /&gt;
**Video Driver: 191.07&lt;br /&gt;
**Performance: Resolution 1440x900, V-Sync Off, AAx2, AFx4, Bloom On, Standard Ambient, High Quality Shader. Noticable FPS drop on rare occasions but nothing that affects gameplay significantly enough as to where I&#039;d lower my settings.&lt;br /&gt;
&lt;br /&gt;
===GeForce GTX===&lt;br /&gt;
&lt;br /&gt;
*Fidcal (2)&lt;br /&gt;
**CPU: AMD Phenom  Quad core 2.6Ghz &lt;br /&gt;
**Ram: 8GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;GTX 280&#039;&#039;&#039; 1GB&lt;br /&gt;
**OS: Windows Vista Home Premium SP1&lt;br /&gt;
**Performance: Maps and Dmaps all FMs I&#039;ve tried so far. Decent performance, rarely below 20fps, mostly 25 to 50 on not quite the top settings but fairly high.&lt;br /&gt;
**DarkRadiant: Cannot do render mode or far clip mode. Slow with big maps so use the grid filter to just show the area I&#039;m working on mostly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*veganMalcontent&lt;br /&gt;
**CPU: Intel Core 2 Duo 2.8GHz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;GTX 285&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows Vista Enterprise x64&lt;br /&gt;
**Video Driver: Some fairly recent CUDA driver&lt;br /&gt;
**Performance: AWESOME AWESOME AWESOME everything up all the way at 1600 x 1200. Swimming underwater feels like it renders a little slowly.&lt;br /&gt;
&lt;br /&gt;
===Mobile GeForce===&lt;br /&gt;
&lt;br /&gt;
*Neb&lt;br /&gt;
**CPU: Intel T2300 Dual-core @ 1.66 GHz&lt;br /&gt;
**RAM: 1GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;Go 7400&#039;&#039;&#039;&lt;br /&gt;
**Windows XP - Service Pack 2&lt;br /&gt;
**Performance: Running at 800 x 600 the current 4 maps are easily playable with a slight bit of slow-down. Bloom is off. Anisotropic filtering at 8. Fast ambient rendering.&lt;br /&gt;
**I still need to tweak the config some more to find out what&#039;s best, but I&#039;m not experiencing problems. FPS occassionally dips below 30. The current maps take no longer than 4 minutes to load.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Stormbringer951&lt;br /&gt;
**CPU: Intel Core 2 Duo 2.2Ghz Dual Core&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: Mobile NVIDIA &#039;&#039;&#039;7900 GTX&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows Xp Media Centre Edition&lt;br /&gt;
**Performance: No problems. At all&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* greebo&lt;br /&gt;
** CPU: Intel Core 2 Duo T9400 (2.4 GHz)&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: nVidia &#039;&#039;&#039;9700M GT&#039;&#039;&#039;&lt;br /&gt;
** OS: Vista x64 / Win7&lt;br /&gt;
** Performance: I can run and dmap just about any map. I&#039;m usually capping at 60 FPS, the larger maps with lots of AI tickle around 30 FPS. I have my video setting at 1920x1200, no anti-aliasing, 4x anisotropy, Standard ambient and High Quality interaction shaders.&lt;br /&gt;
** DarkRadiant: no problem.&lt;br /&gt;
&lt;br /&gt;
===Mobile Quadro FX===&lt;br /&gt;
&lt;br /&gt;
*Mortal Monkey&lt;br /&gt;
**CPU: 64-bit Intel Core 2 Duo, 2.33 GHz&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: NVIDIA &#039;&#039;&#039;Quadro FX 3500M&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP SP3&lt;br /&gt;
**Video drivers: From Dell (Dell Precision M90)&lt;br /&gt;
**Performance: Looks great and plays great at 1920x1200. I&#039;ve never been a big fan of AA though.&lt;br /&gt;
&lt;br /&gt;
===Quadro FX===&lt;br /&gt;
&lt;br /&gt;
*JC12&lt;br /&gt;
**CPU: Intel Core2 Quad Q6600&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;Quadro FX 3400/4400&#039;&#039;&#039; 512mb&lt;br /&gt;
**OS: Windows XP Pro x64&lt;br /&gt;
**Performance: Resolution 1920x1080, V-Sync On, AA x16, TA x16, Bloom Off, Ambient Rendering Standard, Interaction Shader Standard. Really impressed by the quality and performance of the Mod. FPS drops to around 35 if I enter water, so no problems there.&lt;br /&gt;
&lt;br /&gt;
==ATI==&lt;br /&gt;
&lt;br /&gt;
===Mobile Radeon===&lt;br /&gt;
&lt;br /&gt;
*demagogue (old Inspiron 5100 laptop)&lt;br /&gt;
**CPU: Pentium 4 2.66 GHz&lt;br /&gt;
**Ram: 384MB&lt;br /&gt;
**GPU: Radeon &#039;&#039;&#039;7500&#039;&#039;&#039; video card&lt;br /&gt;
**OS: Windows XP sp3&lt;br /&gt;
**Performance:  Running at 800x600, no AA, std ambient, on any FM, FPS down to &amp;lt;5 and brush textures were whited out because of old video card.  An example of below the lower bounds, but I was surprised it ran at all.  &lt;br /&gt;
**DarkRadiant: I was able to open a map, but didn&#039;t try editing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Ppoe (SONY VAIO VGN-FW41E/H)&lt;br /&gt;
**CPU: Intel Core 2 Duo T6400 @ 2GHz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: &#039;&#039;&#039;Mobility Radeon HD 4650&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Vista Home Premium SP1&lt;br /&gt;
**Performance: Looks great and plays great&lt;br /&gt;
&lt;br /&gt;
===Radeon 9000===&lt;br /&gt;
&lt;br /&gt;
* Mortem Desino (1)&lt;br /&gt;
** CPU: Intel Pentium 4 2.4 GHz&lt;br /&gt;
** RAM: 1.25GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;9600 Pro&#039;&#039;&#039; 128MB&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performace: Running at 1440x900 No AA, No AF, std ambient, Saint Lucia hovers around 15 fps outdoors and 30-40 fps indoors. &lt;br /&gt;
***If I wanted to have Anti-Aliasing, I had to use the utility packaged with my Graphics Card, the &amp;quot;ATI Catalyst Control Center&amp;quot;, because Doom 3&#039;s 4x AA was significantly slower than ATI&#039;s 4x AA.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Frank&lt;br /&gt;
** CPU: Intel Pentium 4 2.14 GHz&lt;br /&gt;
** RAM: 512 MB&lt;br /&gt;
** GPU: ATI Radeo &#039;&#039;&#039;9800 Pro&#039;&#039;&#039; 128 MB&lt;br /&gt;
** OS: Windows XP Pro SP2&lt;br /&gt;
** Performance: Resolution 640x480, VSync Off, AA Off, TA 1x, Ambient Rendering Fast, Interaction Shader Standard, Bloom Off. The [http://www.mindplaces.com/darkmod/fmdetails.php?id=5 Training Mission] stuttered bad when opening doors but [[Performance_Tweaks#Image_downsizing | downsizing images]] fixed that. Played through [http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous] without any issues.&lt;br /&gt;
&lt;br /&gt;
===Radeon HD 2000===&lt;br /&gt;
&lt;br /&gt;
*Sogi-Ya&lt;br /&gt;
**CPU: AMD 3400+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: ATI &#039;&#039;&#039;HD 2600&#039;&#039;&#039; (AGP)&lt;br /&gt;
**OS: XP SP2&lt;br /&gt;
**Video Drivers: latest hot fix drivers for the 2600&lt;br /&gt;
&lt;br /&gt;
===Radeon HD 3000===&lt;br /&gt;
&lt;br /&gt;
*PsymH&lt;br /&gt;
**CPU: AMD Athlon 64 3500+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: ATI Radeon &#039;&#039;&#039;HD 3850&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP Home SP3&lt;br /&gt;
**Video Driver: Catalyst 9.4 (I can&#039;t user newer versions, because Thief II will not work with them)&lt;br /&gt;
**Performance: With my 17&amp;quot; monitor and 1280x1024 resolution the game runs very smooth, no FPS drops underwater, the sky also works fine. I don&#039;t turned bloom on, because I encounter massive problems in the Saint Lucia demo.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*chk772&lt;br /&gt;
**CPU: AMD Athlon64 x2 5200+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: ATi Radeon &#039;&#039;&#039;HD 3870&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows Vista Home Premium 64-bit&lt;br /&gt;
**Video Driver: Catalyst 9.10&lt;br /&gt;
**Performance: Resolution 1280x1024, VSync On, AA 8x, TA 16x, Bloom Off, Ambient Rendering Standard, High Quality Shader. I had a game crash in the trainings mission when i entered the back room in the inventory traings room. Installing the latest 9.10 Catalyst solved this. Also i can&#039;t turn bloom on because i get a blurred picture then and when i walk forwards the character moves sideways as well, last time i tried the whole screen was upside down which was quite wicked . Also the sky is turned upside down. I read this can be fixed by turning of the Cataylst Control Centre though. Apart from that no problem.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Jdude&lt;br /&gt;
**CPU: Intel Core 2 Duo 1.87ghz&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: ATI Radeon &#039;&#039;&#039;HD 3870&#039;&#039;&#039; &lt;br /&gt;
**OS: Windows XP/Windows Vista&lt;br /&gt;
**Video Driver: Catalyst 9.12&lt;br /&gt;
**Performance: Resolution, 1680x1050, VSync off, AA 0x, TA 1x, Bloom Off, Ambient Rendering Standard, High Quality Shaders.  No crashes to report but I get the infamous upside down reflections, bloom and cube maps. So I don&#039;t use them.  The FPS is very stable averaging around 30-40 outside in Saintlucia and mostly 60 indoors.&lt;br /&gt;
&lt;br /&gt;
===Radeon HD 4000===&lt;br /&gt;
&lt;br /&gt;
*Mortem Desino (2)&lt;br /&gt;
** CPU: Intel Core 2 Duo 3.2 GHz&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;HD 4850&#039;&#039;&#039; 1GB&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performance: Running at 1920x1080, 8x AA, 8x AF, std ambient, Saint Lucia hovers at 30 fps outdoors and 60 fps indoors. Large maps with lots of AI usually get no less than 30 fps. For reference: My ATI Radeon HD 4850 1GB seems to only work with Catalyst 9.2 on Windows XP Professional. (Catalyst 9.10, 9.6, and 9.4 all failed on me.)&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Briareos H&lt;br /&gt;
** CPU: Intel Core 2 Duo E8500 @ 3.16 GHz&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;HD 4850&#039;&#039;&#039; 512MB&lt;br /&gt;
** Catalyst version: 9.9&lt;br /&gt;
** OS: Windows Vista Home Premium&lt;br /&gt;
** Performance: Running at 1680x1050, 4x AA, 4x AF, std ambient, Beta 1.0  at ~30 fps outdoors and ~40 fps indoors. Rarely going under 25 fps.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
** Known problems: Activating Bloom turns the game upside down. On any settings the skybox pans faster than the geometry, leading to a weird, noticeable effect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*TTH&lt;br /&gt;
**CPU: Core 2 Duo E6750 @ 3.2GHz&lt;br /&gt;
**RAM: 6GB&lt;br /&gt;
**GPU: Sapphire &#039;&#039;&#039;HD 4870&#039;&#039;&#039; 1GB&lt;br /&gt;
**OS: Windows 7 Ultimate x64&lt;br /&gt;
**Video Drivers: Catalyst 9.9&lt;br /&gt;
**Performance: Rarely drops below 60 FPS with everything maxed with the exception of Bloom which unless disabled causes freaky Mescaline vision. Steam version of Doom 3 takes a bit of tweaking with the mod (ie. need to use a command line switch to activate the mod at start). Need to disable Catalyst AI in order to play most of the missions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*GabrielSans&lt;br /&gt;
**CPU: Intel Core 2 Duo E6750 @ 3.4 Ghz&lt;br /&gt;
**RAM: 8GB&lt;br /&gt;
**GPU: ATI Radeon &#039;&#039;&#039;HD 4870&#039;&#039;&#039; 512 MB&lt;br /&gt;
**OS: Windows 7 Ultimate 64 bit&lt;br /&gt;
**Video Drivers: Catalyst 9.10&lt;br /&gt;
**Performance: Average 63 fps with all maxed out at 1280x1024 (4:3), 4x AA and 16x AF. Bloom enabled (no problems at all). The only issue was with Catalyst AI preventing the missions from starting (the Dark Mod started fine). I disabled it and no more problems with anything else. Playing for several hours (Training Mission and Patent Dangerous) without any visible glitches. Bloom didn&#039;t disturb my swims.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Brethren&lt;br /&gt;
** CPU: AMD Phenom II triple core 2.8 Ghz&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;HD 4890&#039;&#039;&#039; 1GB&lt;br /&gt;
** OS: Vista Ultimate&lt;br /&gt;
** Performace: Runs very smooth at 1920x1080, between 30-60 fps&lt;br /&gt;
***Had some rare &amp;amp; isolated freeze/crash issues with Catalyst drivers 9.7 and below, but was fine after upgrading to 9.9.  Any kind of anti-aliasing makes the video blurry and the distant art/skyboxes inverted and unstable.  Turning bloom on will flip the gameworld upside-down.  Even without AA or bloom, the skyboxes jerk around awkwardly, but they are tolerable.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Intel 82915G/GV/910GL Express===&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (2)&lt;br /&gt;
** CPU: Intel Pentium 4 3.0 GHz&lt;br /&gt;
** RAM: 1 GB&lt;br /&gt;
** GPU: onboard Intel 82915G/GV/910GL Express&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually poor due to onboard video:  5-15 fps in most areas, higher in only simplest areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
===Intel G31/G33 Express Series===&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (3, original configuration)&lt;br /&gt;
** CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
** RAM: 2 GB&lt;br /&gt;
** GPU: onboard Intel G31/G33 Express Series chipset&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually not great due to onboard video, but noticeably better than configuration 2 above:  12-20 fps in most areas, higher in simple areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
===Intel G45/G43 Express Series===&lt;br /&gt;
&lt;br /&gt;
*gog.bgbrendle&lt;br /&gt;
**CPU: Intel Core 2 Quad Q8300 (2.5 ghz)&lt;br /&gt;
**RAM: 6GB&lt;br /&gt;
**GPU: Intel G45/G43 Express Video card (onboard video)&lt;br /&gt;
**OS: Windows Vista Home Premium&lt;br /&gt;
**Performance: I&#039;ve kept my video settings pretty low, i&#039;ve found that it runs best at 800x600. I get good framerates in tighter environments (20-30) but i still seem to get tolerable fps rates in more &#039;decorated&#039; areas. The performance drops really happen as soon as I get more than two guards on the screen at the same time. In a populated area like that I&#039;m probably only getting about 3-5 fps (still more than playable) but it&#039;s a little tough.  I haven&#039;t really seen an option to turn down model detail in the darkmod and not sure if it&#039;s even necessary since most folks will have a better video setup than me. Overall i&#039;m very impressed that DM runs with an onboard chip at all, two thumbs up everyone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=9438</id>
		<title>Known System Configurations</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Known_System_Configurations&amp;diff=9438"/>
		<updated>2009-12-21T02:11:24Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Radeon HD 3000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
This page should be used to collect feedback about user system and the performance or problems they have been experiencing. Be sure to mention your CPU, amount of RAM, graphics card and operating system in the specs. (Don&#039;t post unimportant things like power supply or what type of case you have.). For performance feedback, specify an average FPS you&#039;ve been getting, the video settings you&#039;re using and (important!) the FM you&#039;ve been playing. Feel free to post a free-form description of your experience. In case of display problems, the graphics driver version might be of interest.&lt;br /&gt;
&lt;br /&gt;
==Nvidia==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GeForce FX===&lt;br /&gt;
&lt;br /&gt;
*Fidcal (1)&lt;br /&gt;
**CPU: Celeron 3.06Ghz&lt;br /&gt;
**Ram: 2GB&lt;br /&gt;
**GPU: Nvidia GeForce &#039;&#039;&#039;FX5900&#039;&#039;&#039; 128MB&lt;br /&gt;
**OS: Windows XP SP3&lt;br /&gt;
**Performance: Just about playable on minimal settings 800 x 600 etc. Chalice of Kings seeing 20 to 30fps at best (well 50 or 60fps in a cupboard); the most complex areas in the house it drops to 10 to 20 and sometimes 7 or 8. Even with alerts I played through this OK but definitely not smooth.&lt;br /&gt;
**DarkRadiant: Slow but useable but cannot run simultaneously with Dark Mod except with very small maps.&lt;br /&gt;
&lt;br /&gt;
===GeForce 6===&lt;br /&gt;
&lt;br /&gt;
*demagogue (desktop)&lt;br /&gt;
**CPU: AMD Athlon 2650e 1.60 GHz&lt;br /&gt;
**Ram: 2GB&lt;br /&gt;
**GPU: Nvidia GeForce &#039;&#039;&#039;6150SE&#039;&#039;&#039; nForce430&lt;br /&gt;
**OS: Windows Vista sp1&lt;br /&gt;
**Performance: On my own Patently Dangerous, running at 800x600, no AA, Ambient and Interactive Shading on &amp;quot;Standard&amp;quot;.  Usually 40+ FPS inside and 20 outside on the streets.  I&#039;m also running it off an external hard-drive; not sure if that slows things down a little.  IMPORTANT:  I noticed in the &amp;quot;Video&amp;quot; settings, if I set &amp;quot;Interactive Shading&amp;quot; to &amp;quot;High Quality&amp;quot; (which is currently the default setting in the release version), a lot of brushes start getting large white-out video artifacts (You&#039;ll see them in the Training Mission sparring area).  You can get rid of them by switching Interactive Shading to &amp;quot;Standard&amp;quot;.  This problem was also reported by someone with a 6800GT (TelMarine, but SneaksieDave, also with a 6800 didn&#039;t report it, whatever that tells you.)  &lt;br /&gt;
**DarkRadiant: No problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (1)&lt;br /&gt;
** CPU: Intel Pentium 4 1.4 GHz&lt;br /&gt;
** RAM: 1GB&lt;br /&gt;
** GPU: nVidia GeForce &#039;&#039;&#039;6800&#039;&#039;&#039;&lt;br /&gt;
** OS: Windows XP SP1&lt;br /&gt;
** Performance: no problem running TDM missions in general, and usually decent to good framerates.  A mission like Saint Lucia gets at least 15 FPS in the worst areas, and 40 FPS in simple areas.  Running at 800x600, no AA, std ambient.  Launching (first time only) and compiling missions can take a few minutes.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Inimitable&lt;br /&gt;
**CPU: Pentium 4 3.4ghz single core&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: Nvidia GeForce &#039;&#039;&#039;6800&#039;&#039;&#039; 256mb&lt;br /&gt;
**OS: WinXP, SP3&lt;br /&gt;
**Video Drivers: Nvidia 190.62&lt;br /&gt;
**Performance: Running at 1024x768, framerate is stable after bloom is turned off. Haven&#039;t encountered any issues.&lt;br /&gt;
&lt;br /&gt;
===GeForce 7===&lt;br /&gt;
&lt;br /&gt;
*Chiron&lt;br /&gt;
**CPU: AMD Athlon 64 X2 Dual Processor 4200+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: GeForce &#039;&#039;&#039;7300 GS&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: WinXP Pro SP3&lt;br /&gt;
**Video Driver: Nvidia 191.07 WHQL&lt;br /&gt;
**Performance: Its playable, but I can only get a good framerate in 800x600 with AA Off. As soon as its on, the FPS sometimes drops under 10. Bloom is off, The Shaders setting barely has an effect on the FPS. I experienced this on all maps released so far.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Sonosuke&lt;br /&gt;
**CPU: Intel Pentium D - 2,66 Ghz&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;7600 GS&#039;&#039;&#039; - 256 MB (AGP)&lt;br /&gt;
**OS: Windows XP Professional, SP3&lt;br /&gt;
**Performance: Resolution 1680x1050, V-Sync On, AA Off, TA x2, Bloom Off, Ambient rendering Standard, Interaction Shader High Quality. FPS drop when im going outside and sometimes inside too but its well playable. Never tried Bloom but i dont like it anyway. Never had a crash.&lt;br /&gt;
**Dark Radiant: No problems with DR yet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*SneaksieDave (4, updated configuration of 3)&lt;br /&gt;
**CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: nVidia GeForce &#039;&#039;&#039;7600 GT&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP SP2&lt;br /&gt;
**Performance:  In all areas of trainer and Saint Lucia with vsync disabled, framerate tops out and stays at 60FPS.  Running at 1024x760, 2x AA, std ambient.&lt;br /&gt;
**DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*caleb59&lt;br /&gt;
**CPU: Intel Pentium 4 HT - 3.20Ghz Prescott&lt;br /&gt;
**RAM: 2GB DDR (Dual Channel + PAT)&lt;br /&gt;
**GPU: Pine XFX GeForce &#039;&#039;&#039;7600 GT&#039;&#039;&#039; - 256 MB GDDR3 (AGPx8)&lt;br /&gt;
**OS: Windows XP Professional, SP3&lt;br /&gt;
**Performance: Resolution 1680x1050, V-Sync Off, AA Off, TA x16, Bloom Off, Ambient rendering Standard, Interaction Shader High Quality. Mod is running fine and smoothly, with &amp;quot;Bloom&amp;quot; option &amp;quot;On&amp;quot; I&#039;ve noticed drop in FPS when diving under water so I&#039;ve disabled this option. All FM missions loads fine and I haven&#039;t any problems with fps or smoothly gameplay - great job - thanks to authors! BTW I also never had any crash.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Carnage&lt;br /&gt;
**CPU: AMD 3500+&lt;br /&gt;
**RAM: 1GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;7800 GT&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP&lt;br /&gt;
**Video Drivers: 178.24 due to problems with newer drivers when playing Risen&lt;br /&gt;
**Performance: Have it on 1680x1050, 4xAA, 8xAS, Bloom off. FPS drops with bloom on especially when outside.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Tirek&lt;br /&gt;
**CPU: Core 2 Duo E6400, 2.13 GHz &lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: Geforce &#039;&#039;&#039;7900 GTO&#039;&#039;&#039; 512 MB&lt;br /&gt;
**OS: Windows 7 Ultimate 64-bit&lt;br /&gt;
**Video Drivers:190.62&lt;br /&gt;
**Performance: Settings: 1024x768, no AA, 16x anisotropic, all details on high, bloom on. Didn&#039;t get around to measuring the framerate yet, but it&#039;s been good enough to never present an annoyance. Haven&#039;t yet noticed any particular problems. Subjective impression is that being underwater probably FPS drops somewhat, but not enough to bother me. Elsewhere it&#039;s generally very smooth.&lt;br /&gt;
&lt;br /&gt;
===GeForce 8===&lt;br /&gt;
&lt;br /&gt;
*peispud&lt;br /&gt;
**CPU: Intel Core2 Duo E4600 @ 2.40GHz&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8600 GS&#039;&#039;&#039;&lt;br /&gt;
**OS: WinXP, Linux Mint, Pardus Linux, Debian, Sabayon Linux, Ubuntu, PCLinuxOS, Mandriva, PC-BSD, Mepis Linux, Chakra ( Arch ) Linux, CrunchBang Linux&lt;br /&gt;
**Video Drivers: Nvidia 185.18.36&lt;br /&gt;
**Performance: Currently running on Chakra Linux with max settings, running fine. Tested on Mint and Ubuntu with similar results. I had an issue with the sound dissapearing, but it&#039;s good now.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Baddcog&lt;br /&gt;
**CPU: Intel Core Duo 6600, 2.66 ghz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8600 GTS&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Windows Vista Home Basic (32 bit, 3 gigs useable ram)&lt;br /&gt;
**Sound: X-Fi Xtreme gamer&lt;br /&gt;
**Performance: Fine on St. Lucia, need to DL beta...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Alacritous&lt;br /&gt;
**CPU: AMD X2 5000+&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: GeForce &#039;&#039;&#039;8600 GTS&#039;&#039;&#039; 256MB&lt;br /&gt;
**OS: Win XP pro SP3&lt;br /&gt;
**Video Drivers : 6.14.0011.9062&lt;br /&gt;
**Performance: So far, I can&#039;t see anything wrong at all. no flickering, water looks nice from above and below, missions load in under a minute. No crashes, nothing. It works flawlessly. The only performance lag I saw was when I played the editor startmap and I woke up all the AI at the same time.. it got pretty laggy then.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Swedish Taffer&lt;br /&gt;
**OS: Windows 7 Ultimate 32 Bit&lt;br /&gt;
**CPU: AMD Athlon 64 X2 6000+&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia Geforce &#039;&#039;&#039;8600 GTS&#039;&#039;&#039; 512 MB&lt;br /&gt;
**Video Drivers: version 8.16.11.9107 from 27/9&lt;br /&gt;
**Performance: 1920x1200, Antialiasing Off, Vertical Sync Off, TA 1X, Ambient Rendering Standard, Interaction Shader High, Bloom Off. Works good, I just had two crashes in one of two FMs I played, one during quicksave, got to load from hardsave. Maybe I could play with higher quality but I dont care for super good picture in games anyway, and I dont know what half of that stuff means anyway. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*BrokenArts&lt;br /&gt;
**CPU: AMD Athlon64 X2 4400+ 2.3GHz&lt;br /&gt;
**RAM: 2.5GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8800 GS&#039;&#039;&#039; 384MB&lt;br /&gt;
**OS: Windows Vista / Ubuntu 9.04 64bit&lt;br /&gt;
**Performance: No problems with any map @ 1680x1050, 0xAA, 8xAF, Bloom disabled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*HappyCheeze&lt;br /&gt;
**CPU:Intel Q6600 Quadcore 2.4 GHz&lt;br /&gt;
**Ram: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8800 GT&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP and Windows 7 RC&lt;br /&gt;
**Performance: Running at 1280x1024, all max except for AA. I get around 60 FPS indoor and usually 30s outdoors. For some reason, I cannot run maximum AA. It drops the FPS sharply. I am unsure as to why this is. I can run maxed out AA on other games such as TF2 and Oblivion (with clip plane low of course). If I can run source engine games maxed out, than I am confused as to why an older engine cannot be run the same way.&lt;br /&gt;
**DarkRadiant: No problems. I use two monitors. Really helps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*STiFU&lt;br /&gt;
**CPU: Intel Core2 Q6600&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;8800 GTS&#039;&#039;&#039; 640MB&lt;br /&gt;
**OS: Windows 7 Professional&lt;br /&gt;
**Driver: 191.07 WHQL&lt;br /&gt;
**Performance: Playable at 45 to 60 fps at 1680x1050, 16xAF, 2xAA and maxed out detail-settings including bloom. Under water only 14 fps. (That blurred vision seems to hit performance really hard)&lt;br /&gt;
**Notes: Doom 3 crashes on me every now and then, but it&#039;s rather rare (3 to 4 hours until crash). Once it crashed during a save-operation, which destroyed that savegame.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Subjective Effect&lt;br /&gt;
**CPU: Intel Core2Duo E6600 @2.4GHz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: GeForce &#039;&#039;&#039;8800 GTS&#039;&#039;&#039;&lt;br /&gt;
**OS: Vista Home Premium&lt;br /&gt;
**Video Driver: 8.16.0011.9062&lt;br /&gt;
**Performance: Running at max res according to TDM settings page though it looks like 1650x which I think is the case because I just copied over an old beta-test install in which I&#039;d custom set it. Bloom on, no problems, smooth as you like. FPS unknown but likely 30ish due to smoothness. &lt;br /&gt;
**Summary: perfect. Looks fantastic, plays fantastic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*AlarusLOL&lt;br /&gt;
**CPU: Intel Quad Core Q6600 @ 2.4GHz&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;8800 GTS&#039;&#039;&#039; 640MB&lt;br /&gt;
**OS: Windows XP Pro SP3&lt;br /&gt;
**Video Driver: 182.05&lt;br /&gt;
**Performance: No problems. I typically run a solid 60 FPS but I get momentary drops to about 45 FPS when outside or there are a lot of lights and AI around. Seems like I sometimes get small &amp;quot;hiccups&amp;quot; when outside, but they&#039;re subtle. I get about 15 FPS underwater with bloom on, and 30-60 with it off. Load times are typically around 45 seconds to a minute. &lt;br /&gt;
**Resolution: 1280x800, V-Sync on, AA: x2, AF: x2, Bloom on, Ambient rendering: standard, Interaction shader: high quality&lt;br /&gt;
**DarkRadiant: Runs well, unless I open up a full-sized finished map (the training mission, St. Lucia) and then it gets choppy. Runs pretty well again once I filter out all entities.&lt;br /&gt;
&lt;br /&gt;
===GeForce 9===&lt;br /&gt;
&lt;br /&gt;
*LeatherMan&lt;br /&gt;
**CPU: AMD Athlon64 X2 5050e 2.6GHz&lt;br /&gt;
**RAM: 2.5GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;9600 GT&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Mandriva 2009.1 32bit / Ubuntu 9.04 64bit/32bit&lt;br /&gt;
**Performance: Quite playable @ 1680x1050 with 2xAA, 8xAF, Standard ambient, High Quality shaders, and Bloom enabled. Very few slowdowns, even on large maps, but with some lag underwater. UPDATE: Underwater lag is caused by Bloom being enabled, so I bound a key to toggle Bloom on and off. To add your own Bloom toggle, add the following line to your &#039;&#039;DoomConfig.cfg&#039;&#039; or &#039;&#039;autoexec.cfg&#039;&#039;:&lt;br /&gt;
***bind &amp;quot;F8&amp;quot; &amp;quot;toggle r_bloom 1 0&amp;quot;&lt;br /&gt;
**Dark Radiant: No problems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Hyeron&lt;br /&gt;
**CPU: Intel Core 2 Quad Q6600&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Geforce &#039;&#039;&#039;9600 GT&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Windows Vista, Windows 7 (x86)&lt;br /&gt;
**Video Driver: nVidia 191.07 WHQL&lt;br /&gt;
**Performance: Highly playable (mean framerate ~45/50) @ 1680x1050, Bloom + AA and AF on (4x/8x IIRC). Slight hit on FPS while underwater, nothing unbearable. Sound-wise though : sometimes sound just turns off until I quit the current mission and/or the game. Audigy 4 w/ EAX HD on, problem doesn&#039;t occur with EAX off.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*BlackSanguine&lt;br /&gt;
**CPU: AMD X2 3800+&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;9800 GTX&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows 7 Ultimate&lt;br /&gt;
**Video Driver: 191.07&lt;br /&gt;
**Performance: Resolution 1440x900, V-Sync Off, AAx2, AFx4, Bloom On, Standard Ambient, High Quality Shader. Noticable FPS drop on rare occasions but nothing that affects gameplay significantly enough as to where I&#039;d lower my settings.&lt;br /&gt;
&lt;br /&gt;
===GeForce GTX===&lt;br /&gt;
&lt;br /&gt;
*Fidcal (2)&lt;br /&gt;
**CPU: AMD Phenom  Quad core 2.6Ghz &lt;br /&gt;
**Ram: 8GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;GTX 280&#039;&#039;&#039; 1GB&lt;br /&gt;
**OS: Windows Vista Home Premium SP1&lt;br /&gt;
**Performance: Maps and Dmaps all FMs I&#039;ve tried so far. Decent performance, rarely below 20fps, mostly 25 to 50 on not quite the top settings but fairly high.&lt;br /&gt;
**DarkRadiant: Cannot do render mode or far clip mode. Slow with big maps so use the grid filter to just show the area I&#039;m working on mostly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*veganMalcontent&lt;br /&gt;
**CPU: Intel Core 2 Duo 2.8GHz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;GTX 285&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows Vista Enterprise x64&lt;br /&gt;
**Video Driver: Some fairly recent CUDA driver&lt;br /&gt;
**Performance: AWESOME AWESOME AWESOME everything up all the way at 1600 x 1200. Swimming underwater feels like it renders a little slowly.&lt;br /&gt;
&lt;br /&gt;
===Mobile GeForce===&lt;br /&gt;
&lt;br /&gt;
*Neb&lt;br /&gt;
**CPU: Intel T2300 Dual-core @ 1.66 GHz&lt;br /&gt;
**RAM: 1GB&lt;br /&gt;
**GPU: NVIDIA GeForce &#039;&#039;&#039;Go 7400&#039;&#039;&#039;&lt;br /&gt;
**Windows XP - Service Pack 2&lt;br /&gt;
**Performance: Running at 800 x 600 the current 4 maps are easily playable with a slight bit of slow-down. Bloom is off. Anisotropic filtering at 8. Fast ambient rendering.&lt;br /&gt;
**I still need to tweak the config some more to find out what&#039;s best, but I&#039;m not experiencing problems. FPS occassionally dips below 30. The current maps take no longer than 4 minutes to load.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Stormbringer951&lt;br /&gt;
**CPU: Intel Core 2 Duo 2.2Ghz Dual Core&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: Mobile NVIDIA &#039;&#039;&#039;7900 GTX&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows Xp Media Centre Edition&lt;br /&gt;
**Performance: No problems. At all&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* greebo&lt;br /&gt;
** CPU: Intel Core 2 Duo T9400 (2.4 GHz)&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: nVidia &#039;&#039;&#039;9700M GT&#039;&#039;&#039;&lt;br /&gt;
** OS: Vista x64 / Win7&lt;br /&gt;
** Performance: I can run and dmap just about any map. I&#039;m usually capping at 60 FPS, the larger maps with lots of AI tickle around 30 FPS. I have my video setting at 1920x1200, no anti-aliasing, 4x anisotropy, Standard ambient and High Quality interaction shaders.&lt;br /&gt;
** DarkRadiant: no problem.&lt;br /&gt;
&lt;br /&gt;
===Mobile Quadro FX===&lt;br /&gt;
&lt;br /&gt;
*Mortal Monkey&lt;br /&gt;
**CPU: 64-bit Intel Core 2 Duo, 2.33 GHz&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: NVIDIA &#039;&#039;&#039;Quadro FX 3500M&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP SP3&lt;br /&gt;
**Video drivers: From Dell (Dell Precision M90)&lt;br /&gt;
**Performance: Looks great and plays great at 1920x1200. I&#039;ve never been a big fan of AA though.&lt;br /&gt;
&lt;br /&gt;
===Quadro FX===&lt;br /&gt;
&lt;br /&gt;
*JC12&lt;br /&gt;
**CPU: Intel Core2 Quad Q6600&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: Nvidia &#039;&#039;&#039;Quadro FX 3400/4400&#039;&#039;&#039; 512mb&lt;br /&gt;
**OS: Windows XP Pro x64&lt;br /&gt;
**Performance: Resolution 1920x1080, V-Sync On, AA x16, TA x16, Bloom Off, Ambient Rendering Standard, Interaction Shader Standard. Really impressed by the quality and performance of the Mod. FPS drops to around 35 if I enter water, so no problems there.&lt;br /&gt;
&lt;br /&gt;
==ATI==&lt;br /&gt;
&lt;br /&gt;
===Mobile Radeon===&lt;br /&gt;
&lt;br /&gt;
*demagogue (old Inspiron 5100 laptop)&lt;br /&gt;
**CPU: Pentium 4 2.66 GHz&lt;br /&gt;
**Ram: 384MB&lt;br /&gt;
**GPU: Radeon &#039;&#039;&#039;7500&#039;&#039;&#039; video card&lt;br /&gt;
**OS: Windows XP sp3&lt;br /&gt;
**Performance:  Running at 800x600, no AA, std ambient, on any FM, FPS down to &amp;lt;5 and brush textures were whited out because of old video card.  An example of below the lower bounds, but I was surprised it ran at all.  &lt;br /&gt;
**DarkRadiant: I was able to open a map, but didn&#039;t try editing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Ppoe (SONY VAIO VGN-FW41E/H)&lt;br /&gt;
**CPU: Intel Core 2 Duo T6400 @ 2GHz&lt;br /&gt;
**RAM: 4GB&lt;br /&gt;
**GPU: &#039;&#039;&#039;Mobility Radeon HD 4650&#039;&#039;&#039; 512MB&lt;br /&gt;
**OS: Vista Home Premium SP1&lt;br /&gt;
**Performance: Looks great and plays great&lt;br /&gt;
&lt;br /&gt;
===Radeon 9000===&lt;br /&gt;
&lt;br /&gt;
* Mortem Desino (1)&lt;br /&gt;
** CPU: Intel Pentium 4 2.4 GHz&lt;br /&gt;
** RAM: 1.25GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;9600 Pro&#039;&#039;&#039; 128MB&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performace: Running at 1440x900 No AA, No AF, std ambient, Saint Lucia hovers around 15 fps outdoors and 30-40 fps indoors. &lt;br /&gt;
***If I wanted to have Anti-Aliasing, I had to use the utility packaged with my Graphics Card, the &amp;quot;ATI Catalyst Control Center&amp;quot;, because Doom 3&#039;s 4x AA was significantly slower than ATI&#039;s 4x AA.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Frank&lt;br /&gt;
** CPU: Intel Pentium 4 2.14 GHz&lt;br /&gt;
** RAM: 512 MB&lt;br /&gt;
** GPU: ATI Radeo &#039;&#039;&#039;9800 Pro&#039;&#039;&#039; 128 MB&lt;br /&gt;
** OS: Windows XP Pro SP2&lt;br /&gt;
** Performance: Resolution 640x480, VSync Off, AA Off, TA 1x, Ambient Rendering Fast, Interaction Shader Standard, Bloom Off. The [http://www.mindplaces.com/darkmod/fmdetails.php?id=5 Training Mission] stuttered bad when opening doors but [[Performance_Tweaks#Image_downsizing | downsizing images]] fixed that. Played through [http://www.mindplaces.com/darkmod/fmdetails.php?id=6 Patently Dangerous] without any issues.&lt;br /&gt;
&lt;br /&gt;
===Radeon HD 2000===&lt;br /&gt;
&lt;br /&gt;
*Sogi-Ya&lt;br /&gt;
**CPU: AMD 3400+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: ATI &#039;&#039;&#039;HD 2600&#039;&#039;&#039; (AGP)&lt;br /&gt;
**OS: XP SP2&lt;br /&gt;
**Video Drivers: latest hot fix drivers for the 2600&lt;br /&gt;
&lt;br /&gt;
===Radeon HD 3000===&lt;br /&gt;
&lt;br /&gt;
*PsymH&lt;br /&gt;
**CPU: AMD Athlon 64 3500+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: ATI Radeon &#039;&#039;&#039;HD 3850&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows XP Home SP3&lt;br /&gt;
**Video Driver: Catalyst 9.4 (I can&#039;t user newer versions, because Thief II will not work with them)&lt;br /&gt;
**Performance: With my 17&amp;quot; monitor and 1280x1024 resolution the game runs very smooth, no FPS drops underwater, the sky also works fine. I don&#039;t turned bloom on, because I encounter massive problems in the Saint Lucia demo.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*chk772&lt;br /&gt;
**CPU: AMD Athlon64 x2 5200+&lt;br /&gt;
**RAM: 2GB&lt;br /&gt;
**GPU: ATi Radeon &#039;&#039;&#039;HD 3870&#039;&#039;&#039;&lt;br /&gt;
**OS: Windows Vista Home Premium 64-bit&lt;br /&gt;
**Video Driver: Catalyst 9.10&lt;br /&gt;
**Performance: Resolution 1280x1024, VSync On, AA 8x, TA 16x, Bloom Off, Ambient Rendering Standard, High Quality Shader. I had a game crash in the trainings mission when i entered the back room in the inventory traings room. Installing the latest 9.10 Catalyst solved this. Also i can&#039;t turn bloom on because i get a blurred picture then and when i walk forwards the character moves sideways as well, last time i tried the whole screen was upside down which was quite wicked . Also the sky is turned upside down. I read this can be fixed by turning of the Cataylst Control Centre though. Apart from that no problem.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Jdude&lt;br /&gt;
**CPU: Intel Core 2 Duo 1.87ghz&lt;br /&gt;
**RAM: 3GB&lt;br /&gt;
**GPU: ATI Radeon &#039;&#039;&#039;HD 3870&#039;&#039;&#039; &lt;br /&gt;
**OS: Windows XP/Windows Vista&lt;br /&gt;
**Video Driver: Catalyst 9.12&lt;br /&gt;
**Performance: Resolution, 1680x1050, VSync off, AA 0x, TA 1x, Bloom Off, Ambient Rendering Standard, High Quality Shaders.  No crashes to report but I get the infamous upside down reflections, bloom and cube maps. So I don&#039;t use them.&lt;br /&gt;
&lt;br /&gt;
===Radeon HD 4000===&lt;br /&gt;
&lt;br /&gt;
*Mortem Desino (2)&lt;br /&gt;
** CPU: Intel Core 2 Duo 3.2 GHz&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;HD 4850&#039;&#039;&#039; 1GB&lt;br /&gt;
** OS: Windows XP Professional&lt;br /&gt;
** Performance: Running at 1920x1080, 8x AA, 8x AF, std ambient, Saint Lucia hovers at 30 fps outdoors and 60 fps indoors. Large maps with lots of AI usually get no less than 30 fps. For reference: My ATI Radeon HD 4850 1GB seems to only work with Catalyst 9.2 on Windows XP Professional. (Catalyst 9.10, 9.6, and 9.4 all failed on me.)&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Briareos H&lt;br /&gt;
** CPU: Intel Core 2 Duo E8500 @ 3.16 GHz&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;HD 4850&#039;&#039;&#039; 512MB&lt;br /&gt;
** Catalyst version: 9.9&lt;br /&gt;
** OS: Windows Vista Home Premium&lt;br /&gt;
** Performance: Running at 1680x1050, 4x AA, 4x AF, std ambient, Beta 1.0  at ~30 fps outdoors and ~40 fps indoors. Rarely going under 25 fps.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
** Known problems: Activating Bloom turns the game upside down. On any settings the skybox pans faster than the geometry, leading to a weird, noticeable effect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*TTH&lt;br /&gt;
**CPU: Core 2 Duo E6750 @ 3.2GHz&lt;br /&gt;
**RAM: 6GB&lt;br /&gt;
**GPU: Sapphire &#039;&#039;&#039;HD 4870&#039;&#039;&#039; 1GB&lt;br /&gt;
**OS: Windows 7 Ultimate x64&lt;br /&gt;
**Video Drivers: Catalyst 9.9&lt;br /&gt;
**Performance: Rarely drops below 60 FPS with everything maxed with the exception of Bloom which unless disabled causes freaky Mescaline vision. Steam version of Doom 3 takes a bit of tweaking with the mod (ie. need to use a command line switch to activate the mod at start). Need to disable Catalyst AI in order to play most of the missions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*GabrielSans&lt;br /&gt;
**CPU: Intel Core 2 Duo E6750 @ 3.4 Ghz&lt;br /&gt;
**RAM: 8GB&lt;br /&gt;
**GPU: ATI Radeon &#039;&#039;&#039;HD 4870&#039;&#039;&#039; 512 MB&lt;br /&gt;
**OS: Windows 7 Ultimate 64 bit&lt;br /&gt;
**Video Drivers: Catalyst 9.10&lt;br /&gt;
**Performance: Average 63 fps with all maxed out at 1280x1024 (4:3), 4x AA and 16x AF. Bloom enabled (no problems at all). The only issue was with Catalyst AI preventing the missions from starting (the Dark Mod started fine). I disabled it and no more problems with anything else. Playing for several hours (Training Mission and Patent Dangerous) without any visible glitches. Bloom didn&#039;t disturb my swims.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Brethren&lt;br /&gt;
** CPU: AMD Phenom II triple core 2.8 Ghz&lt;br /&gt;
** RAM: 4GB&lt;br /&gt;
** GPU: ATI Radeon &#039;&#039;&#039;HD 4890&#039;&#039;&#039; 1GB&lt;br /&gt;
** OS: Vista Ultimate&lt;br /&gt;
** Performace: Runs very smooth at 1920x1080, between 30-60 fps&lt;br /&gt;
***Had some rare &amp;amp; isolated freeze/crash issues with Catalyst drivers 9.7 and below, but was fine after upgrading to 9.9.  Any kind of anti-aliasing makes the video blurry and the distant art/skyboxes inverted and unstable.  Turning bloom on will flip the gameworld upside-down.  Even without AA or bloom, the skyboxes jerk around awkwardly, but they are tolerable.&lt;br /&gt;
** DarkRadiant: no problems.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Intel 82915G/GV/910GL Express===&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (2)&lt;br /&gt;
** CPU: Intel Pentium 4 3.0 GHz&lt;br /&gt;
** RAM: 1 GB&lt;br /&gt;
** GPU: onboard Intel 82915G/GV/910GL Express&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually poor due to onboard video:  5-15 fps in most areas, higher in only simplest areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
===Intel G31/G33 Express Series===&lt;br /&gt;
&lt;br /&gt;
* SneaksieDave (3, original configuration)&lt;br /&gt;
** CPU: Intel Core 2 Duo 2.66 GHz&lt;br /&gt;
** RAM: 2 GB&lt;br /&gt;
** GPU: onboard Intel G31/G33 Express Series chipset&lt;br /&gt;
** OS: Windows XP SP2&lt;br /&gt;
** Performance:  framerate is usually not great due to onboard video, but noticeably better than configuration 2 above:  12-20 fps in most areas, higher in simple areas.  Running at 800x600, no AA, std ambient.&lt;br /&gt;
** DarkRadiant: no renderer mode but otherwise fine.&lt;br /&gt;
&lt;br /&gt;
===Intel G45/G43 Express Series===&lt;br /&gt;
&lt;br /&gt;
*gog.bgbrendle&lt;br /&gt;
**CPU: Intel Core 2 Quad Q8300 (2.5 ghz)&lt;br /&gt;
**RAM: 6GB&lt;br /&gt;
**GPU: Intel G45/G43 Express Video card (onboard video)&lt;br /&gt;
**OS: Windows Vista Home Premium&lt;br /&gt;
**Performance: I&#039;ve kept my video settings pretty low, i&#039;ve found that it runs best at 800x600. I get good framerates in tighter environments (20-30) but i still seem to get tolerable fps rates in more &#039;decorated&#039; areas. The performance drops really happen as soon as I get more than two guards on the screen at the same time. In a populated area like that I&#039;m probably only getting about 3-5 fps (still more than playable) but it&#039;s a little tough.  I haven&#039;t really seen an option to turn down model detail in the darkmod and not sure if it&#039;s even necessary since most folks will have a better video setup than me. Overall i&#039;m very impressed that DM runs with an onboard chip at all, two thumbs up everyone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6762</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6762"/>
		<updated>2008-08-11T21:58:25Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Intermediate Lighting Techniques for Performance and Aesthetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the shadows, physics, sound propagation and AI calculations (including pathfinding). This means that every shadow you have will slow down your FPS.  The CPU tells the GPU where to render the lights, and each lights is a mathematical calculation.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A popular conception is that the Doom3 engine will slow down when you add additional lights but that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.  You also want to take into consideration how many AI you will have in a given scene.  With the current version of TDM having more than three AI actively searching for a player can be very detrimental to your FPS.  AI optimization techniques include extensive monster clip work [link will go here] and good planning.&lt;br /&gt;
&lt;br /&gt;
=== How to Use This information ===&lt;br /&gt;
&lt;br /&gt;
Now that you have a basic understanding of what aspects of the Doom3 engine effect your FPS you can use this information to troubleshoot your map and plan it better.  For instance if you notice you are having FPS issues in a specific area, try using r_shadows 0 (this removes dynamic shadows) and see what the difference in FPS is.  If it is minuscule then you know it isn&#039;t an issue related to lighting.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadows 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadows&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadows 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadows 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/1823/lights1mc5.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadows 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadows 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadows 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadows 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadows 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadows 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].  Visportals are the most important optimization process!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
# How many shadow casting lights will there be?&lt;br /&gt;
# How will the vis portaling be setup?&lt;br /&gt;
# What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/8328/newltechun3.jpg&lt;br /&gt;
&lt;br /&gt;
The red square is the player and the yellow is what is being rendered by the engine(of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and notice how the second visportal inside blocks the rendering of the rest of the house.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the un-rendered area where when the player has both doors open, he will only render the minimal amount of the inside of the house.  When planning your map you must also take into consideration where the player will be positioned in regards to visportals.  For example if the player is in the left of the image facing the visportal door while the door is opened, obviously more of the inside will be being rendered.  If this is too much then instead of using an &amp;quot;L&amp;quot; shape use an &amp;quot;U&amp;quot; or &amp;quot;S&amp;quot; shape.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial doom3 map error.png]]&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6761</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6761"/>
		<updated>2008-08-11T21:55:52Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* &amp;quot;L&amp;quot; Technique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the shadows, physics, sound propagation and AI calculations (including pathfinding). This means that every shadow you have will slow down your FPS.  The CPU tells the GPU where to render the lights, and each lights is a mathematical calculation.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A popular conception is that the Doom3 engine will slow down when you add additional lights but that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.  You also want to take into consideration how many AI you will have in a given scene.  With the current version of TDM having more than three AI actively searching for a player can be very detrimental to your FPS.  AI optimization techniques include extensive monster clip work [link will go here] and good planning.&lt;br /&gt;
&lt;br /&gt;
=== How to Use This information ===&lt;br /&gt;
&lt;br /&gt;
Now that you have a basic understanding of what aspects of the Doom3 engine effect your FPS you can use this information to troubleshoot your map and plan it better.  For instance if you notice you are having FPS issues in a specific area, try using r_shadows 0 (this removes dynamic shadows) and see what the difference in FPS is.  If it is minuscule then you know it isn&#039;t an issue related to lighting.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadows 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadows&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadows 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadows 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadows 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadows 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadows 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadows 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadows 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadows 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].  Visportals are the most important optimization process!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
# How many shadow casting lights will there be?&lt;br /&gt;
# How will the vis portaling be setup?&lt;br /&gt;
# What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/8328/newltechun3.jpg&lt;br /&gt;
&lt;br /&gt;
The red square is the player and the yellow is what is being rendered by the engine(of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and notice how the second visportal inside blocks the rendering of the rest of the house.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the un-rendered area where when the player has both doors open, he will only render the minimal amount of the inside of the house.  When planning your map you must also take into consideration where the player will be positioned in regards to visportals.  For example if the player is in the left of the image facing the visportal door while the door is opened, obviously more of the inside will be being rendered.  If this is too much then instead of using an &amp;quot;L&amp;quot; shape use an &amp;quot;U&amp;quot; or &amp;quot;S&amp;quot; shape.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial doom3 map error.png]]&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6760</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6760"/>
		<updated>2008-08-11T21:43:18Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Visportaling and Planning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the shadows, physics, sound propagation and AI calculations (including pathfinding). This means that every shadow you have will slow down your FPS.  The CPU tells the GPU where to render the lights, and each lights is a mathematical calculation.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A popular conception is that the Doom3 engine will slow down when you add additional lights but that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.  You also want to take into consideration how many AI you will have in a given scene.  With the current version of TDM having more than three AI actively searching for a player can be very detrimental to your FPS.  AI optimization techniques include extensive monster clip work [link will go here] and good planning.&lt;br /&gt;
&lt;br /&gt;
=== How to Use This information ===&lt;br /&gt;
&lt;br /&gt;
Now that you have a basic understanding of what aspects of the Doom3 engine effect your FPS you can use this information to troubleshoot your map and plan it better.  For instance if you notice you are having FPS issues in a specific area, try using r_shadows 0 (this removes dynamic shadows) and see what the difference in FPS is.  If it is minuscule then you know it isn&#039;t an issue related to lighting.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadows 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadows&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadows 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadows 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadows 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadows 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadows 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadows 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadows 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadows 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].  Visportals are the most important optimization process!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
# How many shadow casting lights will there be?&lt;br /&gt;
# How will the vis portaling be setup?&lt;br /&gt;
# What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial lshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial doom3 map error.png]]&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6759</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6759"/>
		<updated>2008-08-11T21:41:04Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Basic required knowledge of the Doom3 engine: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the shadows, physics, sound propagation and AI calculations (including pathfinding). This means that every shadow you have will slow down your FPS.  The CPU tells the GPU where to render the lights, and each lights is a mathematical calculation.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A popular conception is that the Doom3 engine will slow down when you add additional lights but that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.  You also want to take into consideration how many AI you will have in a given scene.  With the current version of TDM having more than three AI actively searching for a player can be very detrimental to your FPS.  AI optimization techniques include extensive monster clip work [link will go here] and good planning.&lt;br /&gt;
&lt;br /&gt;
=== How to Use This information ===&lt;br /&gt;
&lt;br /&gt;
Now that you have a basic understanding of what aspects of the Doom3 engine effect your FPS you can use this information to troubleshoot your map and plan it better.  For instance if you notice you are having FPS issues in a specific area, try using r_shadows 0 (this removes dynamic shadows) and see what the difference in FPS is.  If it is minuscule then you know it isn&#039;t an issue related to lighting.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadows 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadows&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadows 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadows 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadows 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadows 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadows 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadows 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadows 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadows 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
# How many shadow casting lights will there be?&lt;br /&gt;
# How will the vis portaling be setup?&lt;br /&gt;
# What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial lshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial doom3 map error.png]]&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6758</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6758"/>
		<updated>2008-08-11T21:38:45Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* The Processor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the shadows, physics, sound propagation and AI calculations (including pathfinding). This means that every shadow you have will slow down your FPS.  The CPU tells the GPU where to render the lights, and each lights is a mathematical calculation.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A popular conception is that the Doom3 engine will slow down when you add additional lights but that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.  You also want to take into consideration how many AI you will have in a given scene.  With the current version of TDM having more than three AI actively searching for a player can be very detrimental to your FPS.  AI optimization techniques include extensive monster clip work [link will go here] and good planning.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadows 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadows&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadows 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadows 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadows 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadows 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadows 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadows 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadows 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadows 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
# How many shadow casting lights will there be?&lt;br /&gt;
# How will the vis portaling be setup?&lt;br /&gt;
# What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial lshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial doom3 map error.png]]&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6757</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6757"/>
		<updated>2008-08-11T21:36:06Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* The Processor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the shadows, physics, sound propagation and AI calculations (including pathfinding). This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A popular conception is that the Doom3 engine will slow down when you add additional lights but that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.  You also want to take into consideration how many AI you will have in a given scene.  With the current version of TDM having more than three AI actively searching for a player can be very detrimental to your FPS.  AI optimization techniques include extensive monster clip work [link will go here] and good planning.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadows 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadows&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadows 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadows 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadows 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadows 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadows 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial noshadows 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadows 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadows 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadows 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
# How many shadow casting lights will there be?&lt;br /&gt;
# How will the vis portaling be setup?&lt;br /&gt;
# What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial visportaling 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial lshape.jpg]]&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Large area tutorial doom3 map error.png]]&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6741</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6741"/>
		<updated>2008-08-11T01:16:27Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Possible Errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
http://img513.imageshack.us/img513/8909/88495392wy1.png&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures alone, with the dimensions of 6144X6144.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6740</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6740"/>
		<updated>2008-08-11T01:14:53Z</updated>

		<summary type="html">&lt;p&gt;Jdude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
http://img513.imageshack.us/img513/8909/88495392wy1.png&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;br /&gt;
&lt;br /&gt;
= More to come! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6739</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6739"/>
		<updated>2008-08-11T01:14:03Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Possible Errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
http://img513.imageshack.us/img513/8909/88495392wy1.png&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map, the map should compile fine.&lt;br /&gt;
&lt;br /&gt;
This error occurred for me when I was adding onto a map which consisted of:  14538 brushes 973 patches, 2674 entities, and approximately 150 brush textures.&lt;br /&gt;
This is an extreme case however.  It was running on a 1.87ghz core 2 duo, 3 gigs of ram with a x1950 pro 256 card.&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6738</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6738"/>
		<updated>2008-08-11T00:49:49Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Possible Errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
http://img513.imageshack.us/img513/8909/88495392wy1.png&lt;br /&gt;
&lt;br /&gt;
note: This error will only occur when you try and run the map&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6737</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6737"/>
		<updated>2008-08-11T00:49:34Z</updated>

		<summary type="html">&lt;p&gt;Jdude: /* Possible Errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
http://img513.imageshack.us/img513/8909/88495392wy1.png&lt;br /&gt;
note: This error will only occur when you try and run the map&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6736</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6736"/>
		<updated>2008-08-11T00:45:18Z</updated>

		<summary type="html">&lt;p&gt;Jdude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= Possible Errors =&lt;br /&gt;
&lt;br /&gt;
Although the Doom3 engine is extremely flexible, you may come into a particular error if your map exceeds the limit that your computer can handle.  As far as I&#039;ve been able to decipher, this specific error is not related to how &amp;quot;large&amp;quot; your map is on either the X,Y or Z axis, rather it&#039;s related to the amount of texture your map has.  The Doom3 engine is only limited by current hardware in this aspect.  If your map is using too many different textures (textures are used on models as well, do not forget that!) your graphics card may not be able to load all the textures into it&#039;s memory resulting in a Malloc failure:&lt;br /&gt;
&lt;br /&gt;
http://img513.imageshack.us/img513/8909/88495392wy1.png&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6735</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6735"/>
		<updated>2008-08-11T00:16:30Z</updated>

		<summary type="html">&lt;p&gt;Jdude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.  The image below illustrates this concept:&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/2039/bottleneckrz3.jpg&lt;br /&gt;
&lt;br /&gt;
As you can see the area circled in red is a small hallway which separates two large areas.  Therefore, when the player is in the top area, the engine wont render the bottom area, and when the player is in the bottom area, it wont render the top area.  The bottleneck must consist of some turns to allow for proper visportaling.  An &amp;quot;L&amp;quot; technique is ideal and this will be covered shortly.  By using this bottleneck technique, you can create the maximum detail possible for both the top and bottom areas and by using a bottleneck such as a gate, a sewer pipe, ect ect (get creative)  The player will not feel as if it is two seperate areas, rather just one giant one.  This is very important for areas which permit the player to run on specific rooftops.  (Imagine &amp;quot;Life of the Party again.  It had many areas that you had to go into interiors.  These are the bottlenecks!)&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;L&amp;quot; Technique =&lt;br /&gt;
&lt;br /&gt;
The L Technique is a simple but extremely effective way for cramming a bunch of interiors into a small area.  Say you have a street with 6 houses, 3 on either side.  If you open every door you will have lag because the Doom3 engine will be rendering some of the insides of those houses.  What you must do is create an L shaped entrance with minimum detail to prevent a performance drop.  The image below illus traits this point:&lt;br /&gt;
&lt;br /&gt;
http://img509.imageshack.us/img509/7673/lshapena8.jpg&lt;br /&gt;
&lt;br /&gt;
The blue circle is the player, and the lines represent the player&#039;s line of sight.  The red is the area being rendered (of course the red shouldn&#039;t be behind the player, because the engine wont render things behind you, my mistake).  The green is your door / visportal, and the blue is the part of the house which will not be rendered because of the L shape to the hallways.  One must always consider how the Doom3 engine will render what you are making.  Say you have another door leading to a bedroom within that red area inside the house.  If the player opens both those doors than it&#039;s going to be rendering some of the interior entrance, as well as some of the bedroom.  It&#039;s ideal to move that bedroom somewhere in the blue area where when the player has both doors open, he will only render the minimal amount of the inside of the house.&lt;br /&gt;
&lt;br /&gt;
= More to come later! =&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6734</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6734"/>
		<updated>2008-08-11T00:07:23Z</updated>

		<summary type="html">&lt;p&gt;Jdude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
= Intro =&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to remember the rules and tips from previous tutorials [link will go here], such as:&lt;br /&gt;
&lt;br /&gt;
Moving lights cause a lot more lag than stationary.&lt;br /&gt;
Moving objects which cast shadows in lights may cause lag.&lt;br /&gt;
Lights which cast shadows and overlap cause lag.&lt;br /&gt;
&lt;br /&gt;
In some cases you may want to consider making custom shaders for your map.  This will allow for your light to not cast shadows, but look as if it is by using a specifically made shader.  A custom shader tutorial can be found here [link].  You should only use this method however, if you have exhausted all other techniques.&lt;br /&gt;
&lt;br /&gt;
= Visportaling and Planning = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before progressing to this part of the tutorial, you should have a basic knowledge of how visportals work [see this link].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot start making a map without having at least a rough plan of the layout of the map either on paper or in their head.  If you have begun to construct a map without any direction you are likely to run into un-fixable performance problems.  When constructing wide open areas you should take into consideration three main issues:&lt;br /&gt;
&lt;br /&gt;
1) How many shadow casting lights will there be?&lt;br /&gt;
&lt;br /&gt;
2) How will the vis portaling be setup?&lt;br /&gt;
&lt;br /&gt;
3) What is the layout like?&lt;br /&gt;
&lt;br /&gt;
This tutorial is made specifically for a detailed large scale city map.  Large terrain maps have different attributes than complex dense city maps and have been explored in forums such as doom3world.org.  One should have two trains main of thought when making plans for their map.  Firstly, imagine your roads and buildings as hallways.  This train of thought goes back far even to Thief 2 where levels such as “Life of the Party” take advantage of this layout (Link to reference picture).  The other train of thought should be how you can use bottleneck points to your advantage.  Both of these will be discussed below:&lt;br /&gt;
&lt;br /&gt;
With a basic understanding of how visportals work, one can see how the image below results in optimization using visportals.&lt;br /&gt;
&lt;br /&gt;
http://img370.imageshack.us/img370/4934/pathwayspg2.jpg&lt;br /&gt;
&lt;br /&gt;
The areas highlighted in red are the main city street.  Every time there is a corner, there is a visportal.  This allows for the Doom3 engine to only render the straight hallways directly infront of the player.  This concept is the most crucial part when planning a map.  Your map must have corners such as shown in the above image, to support visportals.  If you cannot support visportals in your map, your map will either A) run horribly or B) look horrible, because you will have to reduce your detail to accommodate the extreme rendering.  The above image does not allow for the player to go on the roofs of buildings, that will be discussed later and is far more advanced to setup.  However you can see how it isn&#039;t a sandbox like a GTA game where you can go anywhere.  TDM is not setup for that type of level so you will have to follow specific guidelines to give the illusion of a large city, but in actuality, the map is a series of hallways separated by visportals!  It&#039;s easier than it sounds.&lt;br /&gt;
&lt;br /&gt;
The bottleneck technique is for large open areas which are seen more as large rooms with lots of details connected by hallways.  Imagine the first map you made.  It was likely two rooms connected by a hallway.  We are basically using the exact same idea, but instead of two rooms, it&#039;s two large cities connected by a pathway.&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6733</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6733"/>
		<updated>2008-08-10T23:50:44Z</updated>

		<summary type="html">&lt;p&gt;Jdude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
== Intro ==&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this tutorial we will cover:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039;  Basic required knowledge of the Doom3 engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039; Intermediate Lighting techniques for performance and aesthetics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)  i) &#039;&#039;&#039; Visportals and planning your map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)  ii)&#039;&#039;&#039; Three techniques to help performance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) &#039;&#039;&#039; Misc&lt;br /&gt;
&lt;br /&gt;
[[Creating Large Areas]]&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the &amp;quot;noshadow&amp;quot; box, or in the entity inspector toolbox.  To optimize your map properly, you must first pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from game play.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.  Below is an image that displays how the Doom3 engine renders lights:&lt;br /&gt;
&lt;br /&gt;
http://img147.imageshack.us/img147/2890/lights1ha3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notice how with &amp;quot;noshadow 1&amp;quot; applied the light travels through the wall in the middle but with &amp;quot;nosahdow 0&amp;quot; meaning the light casts a shadow, it does not.  Thus anything within the radius of your light with &amp;quot;noshadow 1&amp;quot; applied will be lighted as per your light settings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this in mind, you can pick and choose which lights should have &amp;quot;noshadow 1&amp;quot; applied to them.  Sometimes a light which regularly casts shadows, set to not cast shadows, won&#039;t even be noticeable to the player.  Below are two example pictures:&lt;br /&gt;
&lt;br /&gt;
http://img209.imageshack.us/img209/8162/noshadowegta3.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One would not regularly notice that the light on the left doesn&#039;t cast any shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img176.imageshack.us/img176/2853/noshadoweg2vn9.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The lights with the red circles around them are the only lights which cast shadows.  The rest are using &amp;quot;noshadow 1&amp;quot; on them.  Note:  The strange jagged lines in this picture are from using noclip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the above picture you may also notice that non of the lanterns are casting shadows.  This is because on the model itself, the &amp;quot;noshadow 1&amp;quot; parameter is applied.  This prevents the object from rendering a shadow.  This can help drastically because the mapper can pick and choose which objects cast shadows, and the less shadows, the better the performance.  Many times players will not even notice if an object is not casting a shadow, especially if it is on the edge of a light.&lt;br /&gt;
&lt;br /&gt;
The above image also shows how no shadow lights can be used to illuminate windows.  There will rarely be an exception to using &amp;quot;noshadow 1&amp;quot; on window illumination lights as the shadows will rarely ever be important.&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6732</id>
		<title>Creating Large Areas</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_Large_Areas&amp;diff=6732"/>
		<updated>2008-08-10T23:26:40Z</updated>

		<summary type="html">&lt;p&gt;Jdude: New page: = Tips on Creating Large Complex Areas = == Intro == This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tips on Creating Large Complex Areas =&lt;br /&gt;
== Intro ==&lt;br /&gt;
This is a (WIP) tutorial by Jdude to help beginner and intermediate mappers come to grasp with how to create large complex environments, specifically as cities.  It will cover a variety of topics which are covered more in depth in other articles.  There is no one way to go about creating a large complex city environment, but this may help and give some direction to those that are eager to do so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this tutorial we will cover:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039;  Basic required knowledge of the Doom3 engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039; Intermediate Lighting techniques for performance and aesthetics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)  i) &#039;&#039;&#039; Visportals and planning your map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)  ii)&#039;&#039;&#039; Three techniques to help performance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) &#039;&#039;&#039; Misc&lt;br /&gt;
&lt;br /&gt;
[[Creating Large Areas]]&lt;br /&gt;
&lt;br /&gt;
= Basic required knowledge of the Doom3 engine: =&lt;br /&gt;
&#039;&#039;Note:  This is very generalized but has most of the information one would need to understand Doom3&#039;s performance:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before you begin there are a few things you will need to understand about the Doom3 engine to fully utilize the engine.  The Doom3 engine relies on both graphical and processing power.  Therefore the performance of a map will rely on both the graphics card and the processor of any given machine (as well as other factors such as RAM but for simplicity purposes we will ignore that and categorize it under processing power).  When you understand which factors affect which components of a computer, you can work to maximize each specific asset.  For example, if you have to much visual components, your graphics card may lag causing the entire game to lag, but this doesn&#039;t necessarily mean your processor is lagging.  Therefore if you can balance the two you can get the best results.&lt;br /&gt;
&lt;br /&gt;
=== The GPU(Graphics processing unit) ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the graphics card will be doing all the rendering of polygons in a map.  Every brush you make, every model you insert will add polygons to your map.  In addition, sprites and graphical affects such as fog and post processing effects (like overlays) affect this aspect of the engine.  The Doom3 engine is a great polygon pusher however and one will have to have created a very complex area to experience slow-down due to polygons.  Usually unnecessary patches are the cause of polygon related lagging. [See using patches effectively. (coming soon)]  Sprites however may cause severe fps drop; the reason is unknown as Doom3 is not open source yet but sprite affects such as snow, rain, smoke ect. should be used sparingly especially in areas which the player will be close to the sprites because when the player gets close to a sprite, the engine will slow down.  You may notice this if you place a puff of smoke or several torches near each other.  From a distance you may get decent FPS (frames per second), but when you are very close to them you will experience slowdown.&lt;br /&gt;
&lt;br /&gt;
=== The Processor ===&lt;br /&gt;
&lt;br /&gt;
Your processor, generally speaking again, will be rendering the light and AI calculations.  This means that every shadow you have will slow down your FPS.  Lights which do not cast shadows also slow your FPS but not nearly as much as calculated shadows.  For this reason it is important to understand how the Doom3 engine acts with shadows.  A conception is that the Doom3 engine will slow down when you add additional lights.  However that is not true.  The performance you get in Doom3 in regards to lighting will be directly linked to how many shadows you have in each rendered scene.  For instance:  You could have 5 lights casting 5 shadows, it will render roughly the same as one light casting five shadows.  This is important to keep in mind when placing lights.  You don&#039;t want the engine rendering a bunch of shadows that the player will not even notice.&lt;br /&gt;
&lt;br /&gt;
= Intermediate Lighting Techniques for Performance and Aesthetics =&lt;br /&gt;
&lt;br /&gt;
For the above reasons it’s important to be creative in the placement of lights throughout your level.  Certain objects and lights should have the &amp;quot;Noshadow 1&amp;quot; parameter applied to them.  This can be set in a light by selecting the light and pressing J then checking the Noshadow 1 box, or in the entity inspector toolbox.  To optimize your map properly, you must pick and choose which lights have the “noshadow 1” parameter.  They must be properly placed or else they will appear strange to the player and take away from gameplay.  This can be difficult due to how Doom3 renders lights.  The “noshadow 1” option will cause the light to go through brushes.&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Tips_and_Tricks&amp;diff=6717</id>
		<title>DarkRadiant Tips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Tips_and_Tricks&amp;diff=6717"/>
		<updated>2008-08-02T23:38:53Z</updated>

		<summary type="html">&lt;p&gt;Jdude: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rendering Performance == &lt;br /&gt;
For large maps the rendering performance of DarkRadiant can be poor, depending on your system. Use this to give DarkRadiant a small powerup: &lt;br /&gt;
&lt;br /&gt;
Got to {{menu|Edit|Preferences}} and then select &amp;lt;code&amp;gt;Orthoview&amp;lt;/code&amp;gt; and make sure the &#039;&#039;&#039;Update Views on Camera Move&#039;&#039;&#039; is unchecked.&lt;br /&gt;
&lt;br /&gt;
Disabling this option will stop camera movement from triggering an update of the orthoviews, which is expensive.&lt;br /&gt;
&lt;br /&gt;
==Centering Camera in Ortho views ==&lt;br /&gt;
Sometimes you try to resize a brush in an ortho view and your mouse pointer hits the edge of a window. This will zoom you far away very quickly and probably resize your brush very large. This happens to me alot.&lt;br /&gt;
&lt;br /&gt;
An easy way to get back to where you started is to first hit {{Ctrl-Z}}, this will undo the mistaken brush size so you can try again.&lt;br /&gt;
&lt;br /&gt;
Next hit {{Ctrl-Tab}}, this will cycle your view to the next view (top, front, side). If you were in the top view you want to {{Ctrl-Tab}} 3 times. This will take you back to the top view and you will be recentered on the selected brush. The brush you were working on is still selected because you only {{Ctrl-Z}}&#039;ed once and you didn&#039;t hit escape.&lt;br /&gt;
&lt;br /&gt;
This is also an easy way to center your front view in on an object you have selected in your top view.&lt;br /&gt;
&lt;br /&gt;
{{darkradiant|sort=Tips and Tricks}}&lt;br /&gt;
&lt;br /&gt;
== Tips for Organization == &lt;br /&gt;
Try to avoid using very small grid sizes for walls which are on the outside sides of your map.  I prefer using no less than a grid size of 4 or larger.  By doing this it makes it a lot easier to prevent and find leaks than if you are using a very small grid size.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
One should always try and utilize the layer function in DarkRadiant.  As one&#039;s map grows, the perfromance of DarkRadiant will shrink and by being able to isolate the area you are working on you can improve performance for both your computer and yourself!&lt;/div&gt;</summary>
		<author><name>Jdude</name></author>
	</entry>
</feed>