
eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 31, 2011 07:14 PM
Msg. 1 of 8
Hey guys, I am wanting to do some tall grass in my map in large patches but I want to make it sort of optimized. Would the best way to go about making this just be a grass patch scenery with LODs or is there a better way? My concern about LODs is people will have this false sense of hidden-ness but I can't think of any way at all to get around the grass making people unhidden at range.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 31, 2011 07:15 PM
Msg. 2 of 8
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 31, 2011 07:38 PM
Msg. 3 of 8
I think it should be bsp. Use triangles or squares of two triangles for low-poly additions. Make sure it's render-only (material_name!).
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 1, 2011 12:25 AM
Msg. 4 of 8
Quote: --- Original message by: UnevenElefant5You can use detail objects. I believe there is a tutorial on halomaps. E: yeah here it is http://hce.halomaps.org/index.cfm?fid=3008Edited by UnevenElefant5 on May 31, 2011 at 07:16 PM This is correct.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 1, 2011 05:07 PM
Msg. 5 of 8
Detail objects are ok, but they are still meant to be somewhat LOD'd (fade out the farther you are from them). Plus, they reset upon bsp recompile, something I do a lot.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Jun 1, 2011 05:10 PM
Msg. 6 of 8
In this engine I would recommend BSP, use planes. Watch your tri count though, you can easily go over the top. And if your wanting to do a large field I wouldn't if I was you, as good as it could look in other engines it wont in this one.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jun 1, 2011 05:33 PM
Msg. 7 of 8
Quote: --- Original message by: SlappyThePirate I think it should be bsp. Use triangles or squares of two triangles for low-poly additions. Make sure it's render-only (material_name!). Even though that these are only render only, it still messes with portaling, and can cause alot of performance issues. like otheres said, use LOD's... I recommend only doing them once, when your bsp is complete ingame. And be careful! You cannot undo them or delete specific ones, I believe. The only way to get rid of one is to get rid of all. Edited by Higuy on Jun 1, 2011 at 05:35 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 1, 2011 05:47 PM
Msg. 8 of 8
I think shift-clicking or alt-clicking or something gets rid of only one. But you're right, it's still risky.
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