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draw distance #25252
04/08/04 09:21
04/08/04 09:21
Joined: Nov 2003
Posts: 21
T
thirdpancake Offline OP
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thirdpancake  Offline OP
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Joined: Nov 2003
Posts: 21
I was wondering how to adjust the draw distance of a level. See, I want my game to be highly detailed with very smooth models and environments, but the framerate would drop severely from this. Luckily my game will be very, very dark, so if the draw distances were very low, it wouldn't be visible to the player because they wouldn't be able to see that far through the darkness. Anyway, how would I go about adjusting the draw distance or using other rendering techniques? Thanks in advance.

I posted this in the wrong forum. Sorry!

Re: draw distance [Re: thirdpancake] #25253
04/09/04 05:12
04/09/04 05:12
Joined: Aug 2003
Posts: 183
BionicHero Offline
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BionicHero  Offline
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Joined: Aug 2003
Posts: 183
Decrease camera.clip_far and especially: use LOD.

Re: draw distance [Re: BionicHero] #25254
04/09/04 05:32
04/09/04 05:32
Joined: Feb 2004
Posts: 29
Fudgit Offline
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Fudgit  Offline
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Joined: Feb 2004
Posts: 29
Also, when you're building the level, inside the Map Compiler window that pops up when you hit the build button there is a slider in the lower left labled "Visibility calculations". Slide this over to on. This will allow the camera to only render the visible blocks from its point of view, which will keep the frame rates higher. However, this will increase the time it takes to build your level, so be ready for long build times.

Re: draw distance [Re: BionicHero] #25255
04/12/04 04:44
04/12/04 04:44
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thirdpancake Offline OP
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thirdpancake  Offline OP
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Thanks a lot for the help; one more question. How do I go about adjusting level of detail? Thanks again!

Re: draw distance [Re: thirdpancake] #25256
04/13/04 16:23
04/13/04 16:23
Joined: Jul 2002
Posts: 5,181
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Blattsalat Offline
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Blattsalat  Offline
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Joined: Jul 2002
Posts: 5,181
Austria


var d3d_lodfactor[3]=20,40,60; //setting the lod stages in % of the clip far....in this case the first lod stage will flip at 20% of clip_far distance aso

camera.clip_far=10000; //distance in quants when the level will get clipped total
camera.clip_near=50; //the opposite to the far distance


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