semi-transparent


(Shaderman) #21

I wonder if there would be a noticeable advantage (fps/bsp size) if those windows were misc_gamemodels, clipped with one brush… Are you using areaportals for your rooms?


(sodsm live) #22

haven’t tested that option yet. the only way i have of building models for ET in linux at the moment is the bsp->ase conversion. i haven’t figured out how to use shaders with the conversion process so i’m only using straight tga textures(always errors with shader not found error on coversion). do you have a link that explains how to get shaders working on bsp->ase models?

areaportals, from what i remember, they are for blocking vis on a non-structural door when they are closed? i haven’t put in any doors in any of the rooms yet, only the mitered 4brush frames(the elevator has the only working door in the entire map). i haven’t done any vis optimising yet. just about the only optimisation i’ve done at all is removing t-junctions.


(carnage) #23

the physics calcualtions and rendering calcualtions are mostly seperate so i doubt you will get a significant performace. Even on a large scale doing this to most of you map i think performance would not improved enough to justify the work


(psyco_mario) #24

look on the pinned topic, im sure there is 2 topics about bsp>ase ther