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map entities #11854
02/14/03 00:35
02/14/03 00:35
Joined: May 2002
Posts: 81
Berlin
tantalus Offline OP
Junior Member
tantalus  Offline OP
Junior Member

Joined: May 2002
Posts: 81
Berlin
I started to work intensively with map entities (which seem to be first choice in creating easy to use modules). Moreover: they can be influenced by script which makes them as valuable as models.
To confine my enthusiams I would like to know: what are the disadvantages of map entities.
a) I read that the go on the sytem RAM (which seems to be the natural border)
what else do I have to keep in mind.

Ich habe begonnen, intensiv mit MapEntities zu arbeiten (die, wenn man mit Modulen arbeiten möchte, erste Wahl sind). Darüberhinaus lassen sie Script-Beeinflussung - womit sie so wertvoll sind wie Modell-Entities.
Um meinen Enthusiasmus zu begrenzen, würde ich gerne wissen, was die Nachteile von Map Entities sind. Gibt es Performance-Einbußen? Wo ist es nicht mehr sinnvoll, MepEntities zu konstruieren?


Never trust a statistic you didn't fake yourself. (W. Churchill)
Re: map entities #11855
02/14/03 00:43
02/14/03 00:43
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline
Senior Member
dragon100  Offline
Senior Member

Joined: Sep 2002
Posts: 307
United Kingdom
the tutorial in wed it has a list of advantages and disadvantages in terms of building time and in terms of level design.

Dragon100

Re: map entities #11856
02/14/03 00:59
02/14/03 00:59
Joined: May 2002
Posts: 81
Berlin
tantalus Offline OP
Junior Member
tantalus  Offline OP
Junior Member

Joined: May 2002
Posts: 81
Berlin
thanks, Dragon100 - maybe I should have been more precise. In particluar I am interested to know what the use of map entities means for the framerate.
Theoretically I could build a gigantic map - hundreds of very complex modules combined to one huge object (I tried to make map entities out of a number of map entities - but that does not work).
In my attempts I saw that there is a cnsiderable deterioration of framerate when there are a few complex objects behind each other. This happens also when these objects are not visible.
So - are there any golden rules how to deal with that?


Never trust a statistic you didn't fake yourself. (W. Churchill)
Re: map entities #11857
02/14/03 04:47
02/14/03 04:47
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
There are two things you can do with MAP ENTITIES to help with frame rates:

1 - Use LOD

By using LOD (level of detail) you can substitute a higher detailed map entity with a lower detailed one when the player is further away, etc. This will drastically improve frame rates if used properly.

2 - Remove unseen entities

You can manually (via scripting) remove untities that are not seen or are to far away.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: map entities #11858
02/15/03 08:45
02/15/03 08:45
Joined: May 2002
Posts: 81
Berlin
tantalus Offline OP
Junior Member
tantalus  Offline OP
Junior Member

Joined: May 2002
Posts: 81
Berlin
Thanks,Dan!
This was helpfull.
Another quetion:
I have noticed,that map-entities which were constructed with cgs-subtract produce a considerable deterioration of the framerate (sometimesup to 50 %). Can you confirm that?


Never trust a statistic you didn't fake yourself. (W. Churchill)

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