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#21 |
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PR:BF2 Developer
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#22 |
![]() Join Date: Oct 2010
Posts: 167
Location: in a building, watching out for mortars
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Good to hear how a possible prank thread actually helped. GET SOME TROLOLOLOERS.
![]() Would these be released with the rest of PR optimisation, or would come afterwards because of work load? |
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[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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Last edited by Gozjh; 06-23-2011 at 01:32 PM..
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#23 |
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mmm 4km Urban map...
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#24 |
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PR:BF2 Developer
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "We live for the one! We die for the one!" |
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#25 |
![]() Join Date: Feb 2010
Posts: 54
Location: Falun
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Find the sources of the models that need occlusion meshes made for them, or some kind of exporter for Maya. I'm game to make them.
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The mad HAT-er || In-game: K.Volomnak
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#26 |
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Creating the occlusion model isn't the problem here, you could even use a vehicle COL or a simple LOD for that.
However, occlusion rendering will take a toll on performance too so there needs to be some experimenting where the line between improving performance and counter productive goes. Also, it would be intuitive that occlusion rendering occurs only within a certain ranges (like LODS, but only one) of the player, since the further the object is the less its apparent size is and the less chance there is that it blocks something completely. BTW, all objects behind the player are not rendered AFAIC. In Kashan bunkers for example, when at the ramp behind the bunkers looking away from it you can see the ramp disappear in the corner of your FOV, at least on widescreen resolutions. Do tell me if this is wrong though (if you have facts), this just my personal belief based on experience. |
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#27 | |
![]() Join Date: Sep 2010
Posts: 71
Location: quinto dos infernos
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Quote:
and what if you're inside an aircraft, or a heli... you would've to turn really fast and render everything... | |
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#28 |
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PR:BF2 Developer
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#29 | |
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PR:BF2 Contributor
![]() Join Date: Jun 2006
Posts: 2,251
Location: Tokyo
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Air vehicles, however, would be absolutely destroyed by that kind of map (as there would be nothing occluding their view while in the sky). I guess 100-200 poly final LODs for buildings would be absolutely essential... | |
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#30 |
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| Tags |
| blocking, line, objects, rendering, sight |
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