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Post Posted: 16 Mar 2010, 22:32
Is there something different about 227 distance fog? Because based on the BFNP implementation I experimented with it should be exactly the same as regular fog but add to performance (where relevant) rather than taking it away, such that it completely obsoletes regular fog (with the possible exception of small patches of it, as I didn't try that, and I'm not sure I saw it tried elsewhere either).
Post Posted: 16 Mar 2010, 22:39
Post Posted: 16 Mar 2010, 22:44
Post Posted: 16 Mar 2010, 22:59
Post Posted: 16 Mar 2010, 23:12
Post Posted: 16 Mar 2010, 23:47
Post Posted: 17 Mar 2010, 00:29
Post Posted: 17 Mar 2010, 14:43
Sinistral wrote:I think your thinking about this a little too deeply, this is a game at the end of the day, snow effects are there to set a theme, nothing more. You are rating my pack on something that I didn't create - talk to the 227 devs if you feel the weather emitter is inadequate. I know the snow doesn't get any deeper and I know it doesn't stick to the player, and I know occasionally it snows indoors or under a ledge where you would think it shouldn't snow. With the way the weather effect is currently implemented it covers entire zones, as a mapper you must make a decision every time you zone off a tiny little house/shed you could be drastically reducing the performance of your level. Looking back now I do question some of the areas where I chose not to create a new zone, but nothing is perfect.
Post Posted: 17 Mar 2010, 14:47
Post Posted: 19 Mar 2010, 22:57
I understand what you're saying. Compromises have to be made. My main point is that mappers (you, me, whomever) seem to want to implement a new or cool effect just because they can, regardless of whether or not it actually works well. And we can't just use something, have it not work well (imho) and then blame the modeler or developers of the effect because it doesn't look natural. It's still up to the mapper or level designer to implement the tool or not. Again, just my humble opinion, I thought the map would've still been fine without the snow. Others like the snow, so to each his own. Just me, but the second I saw sheets of snow pelting me inside a house, I would have either fixed it or just not used it.And (not arguing, just asking), I thought zoning off houses/sheds would optimize performance not reduce it? I mean that's typically one of the main purposes of zoning off a section right?
For zones whose purpose is only to speed up the engine, your goal is to divide your level up into zones while introducing portals whose overall area is as small as possible. The smaller the portals, the less work the engine must do to process the portals. Therefore, we place our portals in passageways which naturally separate large areas, such as doorways and hallways. This approach causes the level to be divided up well, without adding too much portal area.There is no benefit (and often a performance penalty) to placing portals in the middle of large rooms. These huge portals usually eat up more CPU time being processed than they save. Stick portals in doorways, hallways, and other narrow passages.
Post Posted: 21 Mar 2010, 19:17
Post Posted: 08 Jun 2010, 21:14
Post Posted: 08 Jun 2010, 22:15
Post Posted: 08 Jun 2010, 22:36
Post Posted: 09 Jun 2010, 06:17
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