NS2_Daimos
Annihilatorza
Join Date: 2007-01-07 Member: 59490Members
in Mapping
<div class="IPBDescription">New Maps</div>Hey guys
Here is the new layout of my map, after much discussion with ppl and some more very help full hints from Taxen0.
I am more than willing to take more hints and help on the map, so please feel free.
The map name is the greek god of terror.
Damn it forgot some text, the orange diamonds are the power nodes
<img src="http://i1213.photobucket.com/albums/cc478/Annihilatorza/ns2_temp1-1.png" border="0" class="linked-image" />
Here is the new layout of my map, after much discussion with ppl and some more very help full hints from Taxen0.
I am more than willing to take more hints and help on the map, so please feel free.
The map name is the greek god of terror.
Damn it forgot some text, the orange diamonds are the power nodes
<img src="http://i1213.photobucket.com/albums/cc478/Annihilatorza/ns2_temp1-1.png" border="0" class="linked-image" />
Comments
Also using the props and getting them to align exactly as I want is a huge pain in the ass, as I am a bit of perfectionist.
What exactly do you mean by instancing props, I am still kinda new to spark.
Also using the props and getting them to align exactly as I want is a huge pain in the ass, as I am a bit of perfectionist.
What exactly do you mean by instancing props, I am still kinda new to spark.<!--QuoteEnd--></div><!--QuoteEEnd-->
the spark engine got a performance improvement where it started instancing props awhile back. meaning everytime you have more than one of the same prop in your level, spark actually only loads that prop into memory once and then calls that same prop over and over again when it draws your level for the player... or something like that.
so if you have a room with 8 different rock props, it has to reference 8 things in memory, whereas if you have 8 of the same rock prop, it's only having to reference 1 thing in memory. so it increases performance.
i think that's how it works. so if you can get away with using the same rock prop, do so.
I went sort of Prop crazy in my level and i really don't notice any difference in performance in areas with repeated props vs several different props at this point in the beta. It will still have to read x,y,z on each prop for scaling so the model render shouldn't be an issue after all optimizations are in.