In the making of my upcoming map Wild Aiurfrica, I am working on making the game as less "Choppy" as possible.
Due to the number of detailed terrain and foliage, It has come to a point when raising the camera above the point where you cannot see the distant sky, the game will slow down a little bit, due to you being able to see the foliage from afar.
I've been working on trying to make all foliage in a range of 50 from my unit to be hidden. I've made a region size 50 and named it SightVision.
With the help of a Trigger, every 0.01 seconds of game time, the region is moved to the position of the unit, now I can name a range of 50 around the unit.
However, I've been trying to find out how I could show/hide the foliage in a region.
Lowering the farclip will hide the sky, I'm hoping to avoid that ;).
whithout limiting the far clip you will never get a good running 3dgame.
later, when you have good terrain and so on, it wont be enaugh to limit terrain foliage to reduce lags.
This actually brings up a big issue with far clip and fog and skies. For FPS's and 3rd person games, we need to lower the far clip, but sky gets clipped (unless someone knows a way around this), and as well... the fog doesn't blend nicely into the sky/far clip. It only affects terrain/doodads etc... meaning we'd have to wall-up the sides of our map with giant rocks or something.
im experimentating with farclip and fog for a while now and it can really be dont very well. you can set the fog clever so you cant see the actual "border" of the camera view distance.
I think your grammar may have messed up a bit... but anyway... far clip is always black though right? How can you match nice grayish/blueish fog to that?
without the fog you can really see the border "eating" the moutains while moving, but if you enable the fog you will only see the mointains "grow" or decrease.
this principe is used in nearly any game. if you take a close look at wow for example you will see the exact same effect. there is fog and a maxview distance and you can see the mountains grow in the far background.
the game just needs a far clip because otherwise the computer would have to render the entire map (ok only the part in the direction you are looking at) at any time.
(for sure on the pictures you cant see it well, but ingame while moving its a huge difference if you use fog or not)
Hello Mapsterians!
In the making of my upcoming map Wild Aiurfrica, I am working on making the game as less "Choppy" as possible. Due to the number of detailed terrain and foliage, It has come to a point when raising the camera above the point where you cannot see the distant sky, the game will slow down a little bit, due to you being able to see the foliage from afar.
I've been working on trying to make all foliage in a range of 50 from my unit to be hidden. I've made a region size 50 and named it SightVision. With the help of a Trigger, every 0.01 seconds of game time, the region is moved to the position of the unit, now I can name a range of 50 around the unit.
However, I've been trying to find out how I could show/hide the foliage in a region.
I've tried using the trigger:
Problem is, it only hid the ground textures, and from afar, I could see even more foliage, with no ground.
If anybody knows a way around this, I'd be happy to hear it.
Regards, 38dedo
i dont realy see the sense in this.
limit the camera farclip to a value between 50 and 100 and all should be fine.
if anyone has still perf issues he should decrease his personal graphics settings.
Lowering the farclip will hide the sky, I'm hoping to avoid that ;).
whithout limiting the far clip you will never get a good running 3dgame.
later, when you have good terrain and so on, it wont be enaugh to limit terrain foliage to reduce lags.
@Mille25: Go
This actually brings up a big issue with far clip and fog and skies. For FPS's and 3rd person games, we need to lower the far clip, but sky gets clipped (unless someone knows a way around this), and as well... the fog doesn't blend nicely into the sky/far clip. It only affects terrain/doodads etc... meaning we'd have to wall-up the sides of our map with giant rocks or something.
@OneTwoSC: Go
im experimentating with farclip and fog for a while now and it can really be dont very well. you can set the fog clever so you cant see the actual "border" of the camera view distance.
@Mille25: Go
I think your grammar may have messed up a bit... but anyway... far clip is always black though right? How can you match nice grayish/blueish fog to that?
@OneTwoSC: Go
take a look at my attachments.
without the fog you can really see the border "eating" the moutains while moving, but if you enable the fog you will only see the mointains "grow" or decrease.
this principe is used in nearly any game. if you take a close look at wow for example you will see the exact same effect. there is fog and a maxview distance and you can see the mountains grow in the far background.
the game just needs a far clip because otherwise the computer would have to render the entire map (ok only the part in the direction you are looking at) at any time.
(for sure on the pictures you cant see it well, but ingame while moving its a huge difference if you use fog or not)