Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 36

Thread: Look at this bleeding mess!

  1. #21
    Senior Member SonicXtreme's Avatar
    Join Date
    Dec 2006
    Posts
    283

    Re: Look at this bleeding mess!

    The level auto portals its self , its because the whole thing is one big mesh like Neuro said.
    Reply With Quote

  2. #22

    Re: Look at this bleeding mess!

    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.))
    Reply With Quote

  3. #23
    Senior Member SonicXtreme's Avatar
    Join Date
    Dec 2006
    Posts
    283

    Re: Look at this bleeding mess!

    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.
    Reply With Quote

  4. #24
    Senior Member
    Join Date
    Jun 2007
    Posts
    5,414

    Re: Look at this bleeding mess!

    Quote Originally Posted by neuro View Post
    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.))
    See inferno, I fucking told you!
    Reply With Quote

  5. #25
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Look at this bleeding mess!

    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.
    Reply With Quote

  6. #26
    A Loose Screw Phopojijo's Avatar
    Join Date
    Dec 2006
    Location
    Ontario, Canada
    Posts
    2,749

    Re: Look at this bleeding mess!

    Quote Originally Posted by Inferno View Post
    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...
    Reply With Quote

  7. #27
    Senior Member SonicXtreme's Avatar
    Join Date
    Dec 2006
    Posts
    283

    Re: Look at this bleeding mess!

    Quote Originally Posted by Inferno View Post
    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?
    More like split the cliffs up into several meshes , plus the floor , plus the bases split up the same , so its made of many parts, check Epics packs to see how its done , then do each section bit by bit.
    Reply With Quote

  8. #28
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Look at this bleeding mess!

    But I don't want seems all over my ground mesh.
    Reply With Quote

  9. #29
    Senior Member SonicXtreme's Avatar
    Join Date
    Dec 2006
    Posts
    283

    Re: Look at this bleeding mess!

    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.
    Reply With Quote

  10. #30
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Look at this bleeding mess!

    That's possible but I would lose the UV's for the ground.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •