okay i am thinking of making a huge MP map, its about 3 times bigger than the hoth siege map. is this too big?
its all about the detail..
the amount of brushes is usually what you judge by for size not the actual size of the map
its gonna be pretty detailed, its a theme park and i have a bunch of rides.
uho dont like the sound of that. oops maybe i should reconsider.
Last large open map with lots of stuff was a pain to run...complex open areas are usually a bad idea.
well it would probably not be complex open areas, but it would be complex areas seperated by multiple rooms. (so the ride goes through one small but detailed room and then goes to another) could you tell me what areaportals do and how i use them, a nice tutorial would be cool. thanks
Hmmm.... three times the size of Hoth? I don't think you're gonna get many downloads cause its gonna be huge and take a lot of your PC to keep it running on the fastest settings possible. If you make a lot of detail brushes and 86 the rides for just stalls or non moving rides and make it slightly smaller then you could pull it off.
they will be indoor rides so when your on them you wont be rendering the whole map. so i think that would help considerably. but could someone explain areaportals for me:confused: . thanks
Explanation of areaportal: search the forums :D
We've been over them so many times...
oh thank you i found it. ok thanks sry i was such a :newbie:
I really don't know what it is Wade. But I have a VERY complex open area with craploads of tree models and my framerate is sitting at 30+. Not too bad considering how much detail is in it. It's all how you put the map together. Experiment and see what works best. My open area is roughly about 2000 x 6000 x 900 units in height. About 1/3 of the way through there is a huge terrain model which I have clipped and made the clip into a structural brush. Beside that is a hint brush cut with a 45 about 400 units high that seems to help.
Don't know what what is? That's your first post in this thread and you've just lost me....add in the fact I only just woke up and you've REALLY lost me :p
Yes...correct, I don't know what makes one map have better performance than the next regarding large open areas. Yes, not having too many brushes....models etc. helps quite a bit. But in my case I'm stumped. I stated considering how much stuff I have in my one area I would have expected a framerate MUCH lower than I do. But clearly this is NOT the case. :confused: I mean I'm glad it works....I just don't know what or how I made it work. :p
On all newer cards (I'd say GF4 onwards) the actual triangle count in a scene has started to matter less and less, engines have been modified in order to deal with more triangles as well. No one I know of to date has gone as extreme as I did in EF and put a high poly Stargate in the game and it played smoothly on the newer cards, JA has made it even smoother.
What matters more are shaders especially those who's first stage have a blendfunc in. These cause redraws of the scene and so greatly increase processing time and power.
No one misunderstand me here, going insane with polies in a scene will kill the game especially on meshes because they are rendered smooth which requires more processing power than regular brushes.
Just how many polys are in that thing Wade? LDJ has a high poly model in his duel deathstar map. It's the emperors throne chair, I think Evader made it.
Over 25, 000 for the EF one.