Beleg Cúthalion on 11/3/2008 at 20:21
Are you planning something aside from the Cabal? Anyway, when these things are done you can start the big uploading to our new platform...just to see if it prevails. :p
And, back to topic: The area seen in picture above is a huge open space with three or four zone portals in it, plus a couple of (glowy) street lights and it affects the fps rate as one would expect.:erg:
Ziemanskye on 12/3/2008 at 20:09
(
http://jayb.ath.cx/SMeshes/index.php)
Okay, it's now up at the hub: two files in the zip - with and without the side room (just like in the picture). Zip is <300k, and the smeshes are 174k and 179k against your vertexpools. They should also cast shadows, collide, and subtract from the navmesh, though they might want/need to be set to Add to the Navmesh as well esle NPCs wont step on the platfrom by the door
Beleg Cúthalion on 12/3/2008 at 21:35
Apparently it works. :weird: The Child of Karras will be happy.
But I wonder lately about these navmesh attributes: Krypt said that it would be far better to leave all those navmesh properties blank and subtract the used space with volumes. It's not a problem with your water tower but I have had some click orgies to set all static meshes back to cansubdivide_never and the navmesh build took less time. Since then I wonder if it was possible to set all of them as can-never-subdivide to save time etc..
Ziemanskye on 13/3/2008 at 07:27
I tend to put nav-mesh subtraction volumes all over the place in my levels, so the complile times aren't usually so bad for me, but then, that is the unusual approach to working such things - and I don't do everything, it is nice to just be able to drop a table into the level and know the guards will go around it rather than having to set a load of apples/other nav markers all around to get them to do that.