Can we have longer draw distance and simpler occlusion please?
I've now got to the point with mapping where performance is becoming an issue, the trouble is adding occlusion geometry is a real hassle for mappers, if it's possible to make it easier by simply boxing in rooms that would be ok, are there any plans to automate it?
There's also the issue of draw distance where things disappear when you're not that far away, i understand the game is close combat but this puts quite a limit on maps and mods.
There's also the issue of draw distance where things disappear when you're not that far away, i understand the game is close combat but this puts quite a limit on maps and mods.
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Build you occlusion geometry first... Make the greybox template your occlusion geometry, and build the map inside it. It is much simpler to build the map this way, as otherwise getting the Occlusion Geometry in is a nightmare. Unfortunately, the render around corner design by Max for occlusion didn't work as intended on large rooms, so occlusion geometry is a requirement, which isn't likely to go away without an engine redesign.
<!--quoteo(post=2011056:date=Nov 5 2012, 03:17 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Nov 5 2012, 03:17 PM) <a href="index.php?act=findpost&pid=2011056"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The engine can't handle longer draw distances as the number of entities puts too much load on the server process.
Build you occlusion geometry first... Make the greybox template your occlusion geometry, and build the map inside it. It is much simpler to build the map this way, as otherwise getting the Occlusion Geometry in is a nightmare. Unfortunately, the render around corner design by Max for occlusion didn't work as intended on large rooms, so occlusion geometry is a requirement, which isn't likely to go away without an engine redesign.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, another point to consider while building a map. This whole thing get more and more complicated. In fact, I didn't know that it is really neccessary, I considered it just as a plus, if you want use special light effects.
Okay, so right now the right way to make a map would be:
1. Raw layout for the right distances and sizes of rooms and hallways
2. Create the Occlusion Geometry out of it (no textures, no props, etc.)
3. Build within the Occlusion Geometry the real geometry with textures. I would part the whole map into single rooms onto different layers.
4. Fill in the props. (again for every room on a seperate layer)
5. Fill in entities. (again for every room on a seperate layer)
Are any flaws in it?
Until now, i had a deeper look on the officical map (seperating the layers e.g.) and saw some tutorials about how to create geometry and add props. But no one told the whole story from planing to the actual building of the map.
Sry, if this thread now feels hijacked.
Also OcclusionGeometry isn't just a low-poly hollow shell of your map, it actually has to be created with boxes that are placed next to other boxes with their faces. touching each other. These are usually at choke points like doors/hallways/entrances. You can open up any of the released maps to have a look at how it works.
cheats 1
r_wireframe true
Are a must to see if it is working as intended :)
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One thing i don't get is why we can't simply select our wall geometry and add it to the occlusion group while keeping it visible itself, this would completely remove the need for extra occlusion geometry is most situations, it should really be an option, i mean why create extra geometry when we already have walls, it doesn't make sense?
occlusion didnt even exist then. but now that it does (yay), i would highly recommend that people start with spaced out rooms and do their occlusion geometry first.
Great, now I am really confused.
But the thing bothering me is... The occlusion geometry should be pretty close to the real one, if I didn't misunderstand something...
But how I would know, how my real geometry looks like, if I haven't done it before. And noone can call himself to be such a precise planner, that he already knows every dimension and every corner of every room to get the occlusion geometry done properly. So later adjustment will be unavoidable. Why not make the occlusion geometry at the bitter end of map making?
just some noobish thoughts... =D
The occlusion is basically a visibility blocker for the engine. The closer it is to the map, the easier it is for the engine to define what you can see from each point. The more planes you have for occlusion, the harder it is for the engine to define what can be seen and what cannot. You have to achieve a balance between simple geometry for occlusion and making sure you block the view accordingly so the engine doesn't render what it doesn't need to from each point one can be in the map.
The advantage of having it made by the mapper is living intelligence. Computers do not know simplicity and if managed by an algorithm, it takes many cycles for it to achieve the same result, something the engine can't spare at the moment.
Great, now I am really confused.
But the thing bothering me is... The occlusion geometry should be pretty close to the real one, if I didn't misunderstand something...
But how I would know, how my real geometry looks like, if I haven't done it before. And noone can call himself to be such a precise planner, that he already knows every dimension and every corner of every room to get the occlusion geometry done properly. So later adjustment will be unavoidable. Why not make the occlusion geometry at the bitter end of map making?
just some noobish thoughts... =D<!--QuoteEnd--></div><!--QuoteEEnd-->
you can do it at the end as most of us have. you're just going to have a lot of "i wish i had done ____ instead" moments. i guess that's learning.