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.))
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?
Last edited by Inferno; July 24th, 2009 at 02:18 PM.
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...
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.
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