Put 90 Degree Bends In
#51 posted by
RickyT33 on 2010/12/22 16:45:27
Your corridors ! That will help ;)
Trying To :)
I'm so used to Unreal 3, it's weird caring about line of sight so much :p
#53 posted by gb on 2010/12/22 20:04:19
Well my full vis time is getting over the 3 hours mark (not that my machine is particularly brilliant) and the map is barely half finished...
You think that is bad?
Displacements
#54 posted by
Preach on 2010/12/22 20:24:08
I don't think the rock trick is that obsessive once you start calling it what it is - which is displacements in quake. The reason more modern engines can render these kinds of surface at higher framerates is because they keep them as separate meshes and lose all the baggage that the complex vis process in quake creates (long precomputation and unnecessarily high polycounts). It's not like it is a particularly arduous task either as long as you plan it from the start - just apply the textures once on the triangle you clone the whole mesh from.
3 Hour Fullvis
#55 posted by
rj on 2010/12/22 20:28:03
is perfectly fine. it's when it starts taking days you have to worry about optimising
hmm, I hit the wrong button there...
I already cut the map in half cause it was too big, so yea, I'm worried about just how bad it'll get :)
Do You Want Me To Take A Peek At Your Source?
#58 posted by
RickyT33 on 2010/12/22 22:58:52
I could tell you if there are any optimisations you could make which you didnt realise
Nah It's Okay :)
Hoping to release a WIP soon anyway as I've changed so many gameplay aspects since my old test. I expect people will point out plenty of flaws there anyway :D