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Re: Clipping specific areas in Level? A7
[Re: alibaba]
#355973
01/30/11 07:56
01/30/11 07:56
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Joined: Jan 2011
Posts: 120 United States
Logan
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Member
Joined: Jan 2011
Posts: 120
United States
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As far as I know you're describing what a BSP Tree, or alternatively ABT, does. Now as for on-the-fly clipping of areas of your choice at times of your choice, there is a feature for this in A8 Pro (which I wish I could get my hands on), but there are also potential workarounds, a.k.a. poor man's solutions, available.
For example when entering a specific room, set an MDL trigger by the doorway to reduce camera.clip_far to the lowest possible value so that the engine clips nothing in the room but as much as possible outside the room. Set a trigger up for each room and you have a very crude scene manager going.
Another solution might be to compile the area you want to clip as a WMB entity, and just set it invisible when you want to clip it. Or break it up into little entites and set them all invisible.
I don't know if you've already thought of workarounds or what but I hope this helps. I know the user-defined portals you seem to be thinking of that can be switched on and off at will are kind of a big deal for A8, and A8 Pro at that, so it seems like it would be really weird if they decided to go back and stick them into A7 at this point.
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Re: Clipping specific areas in Level? A7
[Re: Logan]
#355979
01/30/11 10:06
01/30/11 10:06
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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Thanks alot Logan for your Tips  Never thought about WMB entitys  This was really helpful. Thanks alot  IŽll try them and tell you if they work ::)
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Re: Clipping specific areas in Level? A7
[Re: alibaba]
#356042
01/30/11 17:34
01/30/11 17:34
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Joined: Jan 2011
Posts: 120 United States
Logan
Member
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Member
Joined: Jan 2011
Posts: 120
United States
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Fair enough--I think the WMB thing was kind of a long shot anyway, I'd stick with something like clip_far. Another thing, if clip_far doesn't work, is to set invisible triggers to mark off "wings" of your level, and each time the player hits one, the trigger uses ent_next to check if each entity is in the current level wing (you'll have to use an entity skill to define what wing they are in), and if an entity is not in the level wing, set it invisible, as well as stop any superfluous functions like c_trace(), effect(), ent_animate().
I used this technique just yesterday in a big level of mine, combined with the clip_far technique, and it increased the framerate around 100%... from ~30 to ~60.
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