vis sectors in heightfield [message #-981914] |
Fri, 21 February 2003 12:45 |
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i generated vis sectors in heightfeild and when i exported the ground wasnt there but i could walk on it??
whats the problem do i have to do something to get the ground to show back up?
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vis sectors in heightfield [message #-981911] |
Fri, 21 February 2003 13:00 |
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what should i do for better FPS if i made a map with heightfield?
By the way ACK i know your busy but would you like to help test my map out?
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vis sectors in heightfield [message #-981909] |
Fri, 21 February 2003 15:08 |
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ok i did everything the tutorial said ...including building culling system
so i just discarded the vis and it worked,Now do i have to REDO the culling or am i getting the best FPS possible now
me and a freind tested and we were at 40-60 most of the time but looking into certain objects we were at 20-40 which i wasnt happy with
and when in a mammy or a flame i was at 15-20 in the good areas
the maps complete in .mix format
if u have sometime i'd love to have u test it Dante!!
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vis sectors in heightfield [message #-981908] |
Fri, 21 February 2003 16:20 |
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My experience with Heightfield was the same, Even with Dynamic culling built it has some frame rate problems. GMAX/RENX Terrain is the 0\/\/n4ge!
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vis sectors in heightfield [message #-981906] |
Fri, 21 February 2003 19:44 |
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Dunno about fog, i would have thought it would not help the FPS. Generally heightfield maps are small so and have no buildings so i wouldn't expect much movement in the fps. As Dante said, build the dynamic culling system, this does what you want the fog to do basically. It culls the polygons that are not in view or that will never be seen. Make sure you save the map before you do it. On my machine if i don't do it correctly it tends to crash.
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