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Re: connecting maps with teleporters (maybe vis) ? [message #247834 is a reply to message #247801] |
Fri, 02 March 2007 18:58 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Yea with roleplay2 if it didn't have stuff seperated within thousands of metres apart your fps would be horrible. I think renegade itself doesnt render anything you cannot see, so weather you have 2048x2048 textures, and 20k polygons, long as its more then 300 metres away from the first place, then you wont be rendering the area until you step foot in it.
For yours i would just suggest the teleport room is at 0,0,0 then your map 1 should be at like 350,0,0, map 2, -350,0,0 or whatever works for you. This way when you teleport into map room 1 you wont even be rendering map 2, so that alone will save your fps.
Otherwise do what i do and make an "underworld" for everything thats too many polygons/textures (area thats a few thousand metres away) and dump all those places within, but 300 metres away from eachother.
Example of roleplay2 underworld, all the places are more then 300 metres apart.
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Re: connecting maps with teleporters (maybe vis) ? [message #247877 is a reply to message #247801] |
Sat, 03 March 2007 02:29 |
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Zion
Messages: 2722 Registered: April 2006
Karma: 1
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General (2 Stars) |
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Considering the official renegade mission maps are over 50k polys within 300 meters and it was supposed to run fine 5 years ago (built in graphics, 32/64mb graphics) you're free to do what you want here, just don't take it over 250k polys per mesh because renegade doesn't like that.
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