The level auto portals its self , its because the whole thing is one big mesh like Neuro said.
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The level auto portals its self , its because the whole thing is one big mesh like Neuro said.
it doesnt have to do with the polycount, it's got to do with the fact that everything (really eVERYTHING) has to interact with a single object, causing massive calculations on that single object. you should chop the map up into several pieces (mind you, you cant smooth across 2 objects, so you'll see a seam unless you make the seam planar (polygon on one side being planar with the polygon it lines up to on the other side of your seam.))
ineed again , Neuro is right , it has nothing to do with the polycount , like i said it auto portals and optimizes ingame unlike previous engines, its about huge calculations with a single object , indeed you shall have to cut it into sections.
Okay fuck.
Cliffs a separate mesh.
Both bases separate meshes.
The ground a separate mesh.
Would that work?
edit-
Better idea. What If I leave the visual mesh as 1 object but break up the collision meshes into many different objects. Would that do it?
Nope... because a BIG (possibly even the biggest in your case) factor is light-object interactions.
Lets assume every player is firing their gun at the same time... that means you have 32 dynamic lights affecting the same mesh at the same time, plus the dynamic light of the flag, plus the dynamic light around every item pickup... etc.
If you cannot see an object... any light hitting that object is not calculated...
But I don't want seems all over my ground mesh. :ohdear:
how about this then , do the ground as terrain instead of actual static mesh then , and then create everything else using static meshes , unless you just wanna make a more UT3 style one using all their stuff and the skybox from the timberland map for UT3 , that one was a good map.
That's possible but I would lose the UV's for the ground.