Question about props
zombiehellmonkey
Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
in Mapping
Comments
Just be sure to set wall props to not cast shadows as flashlights etc. will do shadow calculations unnecessarily. A question of mine though is if you make prop walls with 'no shadows' checked, will you need to place wall geometry behind it so it wouldn't cast flashlights into a nearby hallway? And if so, how taxing on the engine would it be in comparison to just leaving cast shadows checked.
The bigger thing that will affect the performance of your map is the occlusion geometry.
The bigger thing that will affect the performance of your map is the occlusion geometry.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Industry, that is good to know about the prop instances - I assume it works in a similar way with textures too?
I have been sticking to a narrow range of props so far. I know that shadows on more geometrically complex props can cause a lot of slowdown.
Have a look at areas in summit for example and use r_stats in the console, this will give you a good idea of how many polygons should be the maximum visible in areas. It also keeps in mind the amount of traffic going on in those areas as well (marines/aliens/structures)
And don't go overboard with shadowcasting lights or LOADS upon LOADS of lights in an area, as this has a much bigged impact on the performance