Posted: Mon Sep 05, 2005 3:47 am
Another way to use the area brush without having the frame rate drop while the door is open is to build an entry room into the building.
So that when you open the door it's just a small room so no big fps drop. Then when you cross the room to open the other door the first door has time to close so basically render wise you get Outside + small room to small room + building interior.
It's kind of like an airlock effect. Although I must say having terrain and not being able to look out of a second story window across it stinks. I think if the terrain is low-poly enough, along with farclipping, fog, etc. A properly designed level shouldn't need these kinds of cheap shortcuts.
I mean unless the building gos underground or there is some reason to not be able to see outside it's kind of an obvious game flaw that will nag on the player. I know cause it would nag on me about the first window I came too.
Another option as well may be to not use any lightmaps. Instead burn shadows into the textures. Yet that has it's price as well.
So that when you open the door it's just a small room so no big fps drop. Then when you cross the room to open the other door the first door has time to close so basically render wise you get Outside + small room to small room + building interior.
It's kind of like an airlock effect. Although I must say having terrain and not being able to look out of a second story window across it stinks. I think if the terrain is low-poly enough, along with farclipping, fog, etc. A properly designed level shouldn't need these kinds of cheap shortcuts.
I mean unless the building gos underground or there is some reason to not be able to see outside it's kind of an obvious game flaw that will nag on the player. I know cause it would nag on me about the first window I came too.
Another option as well may be to not use any lightmaps. Instead burn shadows into the textures. Yet that has it's price as well.