[QUOTE=Stiffy360;37068749]No area portals??? O.o[/QUOTE]
I've already explained this like 20 times stiffy..
Now just do quick compiles and fix everything and then final push and release.
Finally took off cordon and fixed the leaks, full vis is skyrocketing compared to before-- of course.
Hinted almost anything I could find, I'll check out the framerates in a couple minutes.
Optimization is basically done-- except over on the forest side.
When you look at the entire city from there, oh god. I have no idea how i'm going to fix it.
Leave it as it is, they can roleplay being stunned by the city in all its glory.
Bask in the glow of cool map
[QUOTE=mdeceiver79;37094225]Leave it as it is, they can roleplay being stunned by the city in all its glory.
Bask in the glow of cool map[/QUOTE]
dude we're talking like 5 fps here on fast compile
Good luck with it all.
Has the city got a reasonable framerate? As in, when you're inside it.
[QUOTE=El_Jameo;37094658]Good luck with it all.
Has the city got a reasonable framerate? As in, when you're inside it.[/QUOTE]
if you're walking along the streets, I got about 40fps on fast compile; In the sky, about 30
Everything but that one area is at a reasonable framerate.
Last minute edit :v: add a cliff or hill or something so you can't see the city from the forest. And make it so youcan only see one or the other at a time.
*gives gamedev a whale for his efforts.
[QUOTE=Stiffy360;37095632]Last minute edit :v: add a cliff or hill or something so you can't see the city from the forest. And make it so youcan only see one or the other at a time.[/QUOTE]
[img]http://puu.sh/OWz0[/img]
[img]http://puu.sh/OWzc[/img]
where the hell would i fit a cliff in a lake
Make the trees thicker and add an occluder inside them?
there's a small chance that could work, but only in some areas
[editline]5th August 2012[/editline]
I could add some fog that fades at a really far distance too
Have your rocks and trees got lod models? While youre at it you might benefit adding them to any really detailed propper models you made.
If i recall the default ep2 trees have polycount of around 1k. Look for efficient pines on garrysmod.org they are the same cept they have lods built in.
Edit: Also maybe rotate the water slightly and add a subtle texture scroll. The rotation to remove the tiling on the water.
[QUOTE=GameDev;37095782][img]http://puu.sh/OWz0[/img]
[img]http://puu.sh/OWzc[/img]
where the hell would i fit a cliff in a lake[/QUOTE]
On the other side? :v:
[QUOTE=Stiffy360;37096188]On the other side? :v:[/QUOTE]
sounds like something stiffy would say
[editline]5th August 2012[/editline]
[QUOTE=mdeceiver79;37096133]Have your rocks and trees got lod models? While youre at it you might benefit adding them to any really detailed propper models you made.
If i recall the default ep2 trees have polycount of around 1k. Look for efficient pines on garrysmod.org they are the same cept they have lods built in.
Edit: Also maybe rotate the water slightly and add a subtle texture scroll. The rotation to remove the tiling on the water.[/QUOTE]
I have prop fade on all of the trees, Its not an issue.
But if they're visible from that point they will be rendered fully and cause a ruckus
There are only trees on the borders of the map. Maybe a max of 20-30 in an area.
If it's only being rendered hardly one at a time, whats the issue?
There's no prop fade for city props when on that side (or at all)?
[QUOTE=Xanadu;37097141]There's no prop fade for city props when on that side (or at all)?[/QUOTE]
I would assume visleafs
mat_wireframe and see if there is any unwanted rendering?
[QUOTE=mdeceiver79;37101986]mat_wireframe and see if there is any unwanted rendering?[/QUOTE]
been compiling on full, will do when it's done
Make a really weird areaportal thing :v:
[QUOTE=oskutin;37103267]Make a really weird areaportal thing :v:[/QUOTE]
ill have a giant brick wall through the middle of the map and a little 128x128 hole with an areaportal :v:
[QUOTE=GameDev;37108986]ill have a giant brick wall through the middle of the map and a little 128x128 hole with an areaportal :v:[/QUOTE]
Berlin Wall v2
You could wall off the city with area_portal brushes, then have it close or fade away at a distance. It might work.
What stiffy said. Maybe a low res version of the city in the skybox then a 1 way portal?
im getting so lazy with this thing i dont really care anymore so ill just do fog and get it over with
[QUOTE=GameDev;37111084]im getting so lazy with this thing i dont really care anymore so ill just do fog and get it over with[/QUOTE]
RE-LEASE! RE-LEASE! RE-LEASE!
Never
[sub][sub][sub][sub][sub]I accept bribes[/sub][/sub][/sub][/sub][/sub]
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