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legacy-Streetgrime
08-30-2003, 07:02 AM
But is the procedure for replacing collision with Blocking Volumes this?

Step 1) Disable collision on Static mesh

Step 2) Create Blocking Volume

Step 3) Enjoy!


Are there any other steps involved?

Thanks all

legacy-Bonehed316
08-30-2003, 01:11 PM
make sure you turn all the collisions in the volume on that were on in the mesh. blocking volumes do not block zeroextenttraces, i believe. so rockets and flak fire can shoot through them. turn that on, and then youre done.

legacy-Streetgrime
08-30-2003, 05:13 PM
Cool!!

Thanks BoneHead!

legacy-Streetgrime
08-31-2003, 04:09 PM
So I went to turn off collision and I realized that its more that One HUGE button that says "NO COLLISION"

What is the process here?

Do I just go down the list and put everything to False?

I did that and I dont think its working.

I went into my scene, Then I selected the Static meshes (its ONE mesh duplicated a bunch of times) ... I disabled the collision (I think) ,... But as far as I can tell the FrameRate is NO lower than when Collision was ALL ON....

Whats the Deal here? Am I just not Fully turning off collision? Or are the static meshes bogging down the system?

I cant believe its the static meshes because they are supposed to be Ultra Efficient?

thanks

legacy-Bonehed316
08-31-2003, 04:17 PM
collisions arent really cpu heavy until youre shooting, or when you walk into the room. for instance, a room wtih a complex mesh, say 5000 polys will bog down when you walk into it, even though the game renders it when youre not in the room. but by "bog down" i only mean drop 10 or 20fps, where it was 200, its now 180. not a huge hit, considering. you can construct a simple test map to find this. when you shoot, that is the majority of the performance hit, calculating collisions. but it wont be a huge difference, really. but im sure it helps, it just depends on your rig, and the map.

legacy-Heisher
08-31-2003, 06:13 PM
Proper blocking comes into play when you've got a fair few players bounding around an area, blowing the shi.t out of each other and you've already got a fairly high triangle count in the scene. That's when your optimizing counts most...