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  1. #1

    Default lots and lots of trees

    well im am now learning the hard way why there are so ferw forest maps out there.

    in my map i have roughly 3429 trees (381 antalus trees groups) of coarse now i get a bout 20 FPSD on my Radeaon 9200

    so what i need to know is how to fix this without going in and giving each and every single 3429 trees a simplified collision with blocking volumes. there must be some way to get the FPS up without sacrificing too many trees however i will get rid of a few ifd nessisary
    My Site: http://www.silentmoose.com/

    Maps:
    DM-Storage
    VCTF-RiverValleyBrawl - WIP

  2. #2
    MSgt. Shooter Person
    Join Date
    Oct 2004
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    480

    Default

    The problem I think is the overlay of the leaves: the leaves are semi transparent, so when leaves are in front of leaves are in front of leaves, things get rather tricky to calculate. The only option you have is, I think to ditch a whole load of trees.

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2005
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    72

    Default

    maybe u could use distance fog..

  4. #4
    MSgt. Shooter Person
    Join Date
    Aug 2005
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    99

    Default

    im a noob so i dont really know what im talking about but couldnt you use a skybox with like, trees everywhere on the bottom half like grendel has mountians? and yea use a fog :noob: i was gona make a forrest map but thought it would be too hard. you could always set it in a vally so you dont have to include as many trees.

  5. #5
    MSgt. Shooter Person
    Join Date
    Oct 2004
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    480

    Default

    For skybox trees, check out Rankin's skybox.

  6. #6
    Super Moderator
    Join Date
    May 2000
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    2,104

    Default

    Make sure the tree foliage uses a MASKED texture instead of an ALPHA texture. That should make it significantly faster.
    "I are serious developer. This is serious post."
    Phil Cole
    Pixel Pusher
    Epic Games

  7. #7
    MSgt. Shooter Person
    Join Date
    Sep 2002
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    66

    Default

    DistanceFog at around 8000 units + CullDistance if neccessary. Rigidized skeletal meshes with low poly LOD meshes also can be fast, but they render extremely slowly in editor 2D wireframe viewports.


  8. #8
    MSgt. Shooter Person
    Join Date
    Apr 2004
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    374

    Default

    ad zone portals so much u can it will unload trees if u arent looking at that side u can test and see if it works by typing (only ofline) in console

    rmode1

  9. #9
    Iron Guard
    Join Date
    Jul 2004
    Posts
    521

    Default Re: lots and lots of trees

    Originally posted by inventor209
    simplified collision with blocking volumes. there must be some way to get the FPS up
    Collision only lowers the FPS when a player touches it. And it isn't even that much considering the antalus trees are pretty lowpoly.

  10. #10
    Skaarj
    Join Date
    Sep 2004
    Posts
    25

    Default

    You say on your 'Tree-B-Gone' thread that you have solved the tree FPS issue.

    I also have made a map; VCTF-PaintBall http://www.ataricommunity.com/forums...hreadid=494097 that has a lot of trees on it, could you please explain how you solved the problem, as I may be able to incorporate it into my map.

    Thanks


 

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