So I'm adding vegetation to my levels for the first time, and it seems like there are duplicates of a lot of the tree models. Just wondering if anyone can notice a difference. Both can be seen on this page:
http://social.biowar...tion_list#Trees
Would be good to know if there is some different function, if one runs faster than the other but is less affected by wind or what...
Also, can anyone elaborate on this paragraph from the "vegetation" wiki page:
"You have to be careful with the density in view and how much overlapping
there is. If you have short grass, then behind that at the same
elevation a bush, then a low branching tree, the game will run slow. But
if you have those that 3 things at different elevations so the objects
aren't overlapping it will run faster."
does this mean you shouldn't make clumps of bushes that will be seen behind each other because that somehow slows the engine down, or does it just mean that you shouldn't waste resources by putting vegetation you're not going to see behind other vegetation?
Thanks for reading,
Alex
What is the difference between tre_c_oaksmall and tre_f_oaksmall?
Débuté par
Talisander
, juil. 28 2010 12:57
#1
Posté 28 juillet 2010 - 12:57
#2
Posté 28 juillet 2010 - 01:01
I'm not sure what's up with that quote, as Bioware levels are full of plants of different types stacked atop each each other.
#3
Posté 28 juillet 2010 - 05:06
i have designed a camp within the woods with tons of overlapping vegetation - there are no slowdowns nor other problems. plant's shadows are not rendered so i think there should not be limitation to the number you could place. perhaps there will occur a framerate dropdown if you use lots of different models like all of the trees in one level.
#4
Posté 28 juillet 2010 - 08:54
i noticed big framerate slowdown in the toolset when placing lots of *model* (not vegetation) plants in an interior area. While framerate in-game was not drastically impacted (I have a decent computer though), I did notice a 2 second freeze load time when the room became visible. Reducing the number of plant models fixed this. Not sure if that information is relevant to you at all, since it may only affect indoor levels, but there it is.
Modifié par mikemike37, 29 juillet 2010 - 01:08 .
#5
Posté 28 juillet 2010 - 06:01
Thanks for responding, guys. Gives me some courage for getting creative with the vegetation and not sprinkling it down too cautiously.
So no one knows what the difference between tre_c_oaksmall and tre_f_oaksmall is? What does tre_f mean versus tre_c? It's really bugging me. If you guys don't know, I wonder if anyone does... Bioware?
Thanks again,
Alex
So no one knows what the difference between tre_c_oaksmall and tre_f_oaksmall is? What does tre_f mean versus tre_c? It's really bugging me. If you guys don't know, I wonder if anyone does... Bioware?
Thanks again,
Alex
#6
Posté 28 juillet 2010 - 07:00
I think thats for the "fake" folder system in the toolset. They might have just duplicated it so they wouldnt have to go rooting in other folders.
#7
Posté 28 juillet 2010 - 07:33
Ahhh. Well, questions answered then





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