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ddaazzaa

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ddaazzaa last won the day on March 15

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  1. This doesn't solve the issue of when moving closer, the full poly models will be displayed and performance will still be affected I have been experimenting with the model scaler and I might be able to use that to an extent as a workaround. Although it doesn't help with other mappers using the hedges in future as they will all have to do the same.
  2. * I'll look at adding some faint light around the windows to add a bit of diversity to the lighting * I noticed the crickets are very loud. I'll probably tweak the volume and radius. * I didn't really want to have LODs for the hedges but due to the poly count on them I ended up having to for performance. I didn't want to have to fall back to a brush based hedge. I have requested in the art assets forum if someone is able to create a lower poly hedge, that way I might be able to remove LODs for the hedges. * All of the audio except for the voices are from the core assets. Maybe s
  3. Just wondering if anyone is able to create some lower/mid range poly models of the hedges that are included as part of the core assets? Currently the hedges have hi and low poly versions. The low poly versions are very basic and range between 50-100 polys. The hi poly models are mostly 2500 and 5000 polys with one even being 9600. When using hedges in maps, most times they will be used in rows or columns, this means poly count can start to skyrocket if too many of them are used. I found this out with my map Blackgrove Manor. With the hedge models being smaller in size, it also means ther
  4. I could use the low poly version which is mostly a rectangle with texture but it looks considerably worse. The hedge is currently using lods so it's only an issue when close enough. A low-mid poly hedge that joins multiple hedge pieces together as a single model would be ideal. At the moment having small hedge pieces joined wastes polys on the interconnections that aren't visible.
  5. They are from the core TDM assets. The hedge archway alone is 9600 polys. The rectangle hedges are 5200 each. Add a few of those in a row and an archway and the poly count starts to skyrocket. models/darkmod/nature/hedge01_***.lwo What's the best way of asking someone? Should I create a thread in the Art Assets forum requesting if someone can create lower poly models?
  6. There's only 2 versions of those models (low and high poly). The low poly model isn't really suitable for up close, so I'd have to create my own. Is there an easy way of lowering poly count on models without knowledge of 3D modelling software?
  7. Due to the nature of those outdoor areas it will be hard to improve performance much more without introducing noticeable amounts of pop in. I'm happy to release a different version with more pop in that should have better performance.
  8. It should be good to update in the mission database, I don't think I did anything that would have introduced any bugs. Thanks.
  9. @Gadavre I have released a new version that should improve performance by a lot. Let me know what your performance is like now. 1.02: https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing
  10. I have completed optimizing the outdoor area. There are some very large performance improvements. Set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Thanks to everyone who helped with performance suggestions. 1.02: https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing I picked a few of the heavier areas and did some spot checks to compare the difference. Before: Draws 4.3k | Tris 1.98m | FPS 143 After: Draws 3.6k | Tris 0.64m | FPS 202 Before: Draws 7k | Tris 2.8m | FPS 107 After: Draws
  11. Thanks, I'm in the middle of using hide at the moment and I'm seeing some very large performance improvements. I've found the best way to work out the hide distance is to temporarily insert a speaker right next to the entity and adjust the diameter to the preferred cull size, then divide the diameter in half and that becomes the hide_distance number.
  12. Yeah, I didn't know those hedge models are over 5000 polys each. That's a major optimization I can make with hedge LODs. I don't think there's any problems with rooms in the manor sealing properly. Is there a reason caulk would seal any better than a brush with a standard texture? I noticed Sir Taffsalot's Sword using the same modules and has caulk on all of the internal brushes.
  13. I've got an FAQ in the original post. I've edited a couple of the questions. There's no way of destroying the stone. That's a nice idea of taking a posession to grave to let spirit rest. Yes, the manor and outer grounds are quite large. It was a design choice to make it large although I might have made it a fraction too large. Kingsal pointed that out early on and it was too late at that stage to make it any smaller without a massive overhaul. I've tracked down another optimization that will help quite a bit. I use quite a lot of hedges and I didn't realise that each h
  14. Yeah, I wasn't sure how to place visportals in a large open area. The concept of visportals is easier to understand when looking at smaller rooms but I never had any luck trying to wrap my head around how they work with larger open spaces. I'm going to try what stgatilov has suggested and see how that goes.
  15. I have tracked down a performance issue due to the map wide fog. It seems to increase draw calls by 40%. There is a no fog version in the link below which should improve performance quite a lot. Let me know what performance is like with this version: https://drive.google.com/file/d/1iXE4-W0jucFSUrDQ415XsBehCLuX8gzd/view?usp=sharing I'm currently seeing if I can reduce the performance impact of the fog.
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