another thing: use LOD, you can also create your own system with some lines of c-script (seein the last aums) for far away models, you can also use models with just 10faces or a sprite.
also you could use vec_to_screen to locate if the model is in the screen, if not make in invisible

here a little example(play with it and youll get good results)

Code:
action low_fps_model
{
var my_lod=1;
while(1)
{
if(vec_to_screen (my.x,camera)==0)
{
my.invisible=on;
}
else
{
temp = vec_dist(my.x,camera.x);
if(temp<500&&my_lod!=1)
{
ent_morph(me,"high_poly_model.mdl");
my_lod = 1;
goto(end);
}
if(temp>10000&&my_lod!=3)//far far far away
{
ent_morph(me,"sprite.tga");//make me 2D
//here parhaps a scale...
my_lod = 3;
goto(end);
}
if(temp>5000&&my_lod!=2)
{
ent_morph(me,"low_poly.,mdl");
my_lod = 2;
goto(end);
}
//you can add more stages of LOD,but you have to make more models ;P
}
end:
wait(1);
}
}



edit: because the skycube: you can try to make the sky-color near to the fog-color(think this is also possible with scripting), just look at AAA-games, they all have this problem.

Last edited by Scorpion; 01/06/07 20:20.