high poly Func_breakables Created 17 years ago2007-10-05 17:15:12 UTC by ATDestroy ATDestroy

Created 17 years ago2007-10-05 17:15:12 UTC by ATDestroy ATDestroy

Posted 17 years ago2007-10-05 17:15:12 UTC Post #235767
If i have a high poly Func_breakable, (making a diffrent kind of medkit, once i trigger it to be destroyed (dissapear), will the poly count for the map decrease then? basically, if the map lags when you look at the medkit, if you pick it up, will it stop lagging?
Posted 17 years ago2007-10-05 17:18:12 UTC Post #235770
I would simply not make a medkit that complex.
And I doubt that it is possible, unless it's a huge medkit.

And I mean huge
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-05 17:53:01 UTC Post #235774
:

i can decide for myself whats possible when i map it, but really, answer the question please?
Posted 17 years ago2007-10-05 18:03:39 UTC Post #235777
Yes.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-05 18:06:44 UTC Post #235778
ah, thank you Rimrook :D
Posted 17 years ago2007-10-05 18:17:14 UTC Post #235779
These sort of questions are easy to test by yourself. You should get familiar with console commands like 'r_speeds 0/1' and 'gl_wireframe 0/1/2', if you aren't already. They allow you to see how many world and model polygons are being rendered, and what parts of the level are currently drawn.

Most systems nowadays can handle world polycount of 1000, 1500, if not higher. Model polygons are generally 10 times cheaper to render, so if you can, modelling a new medkit is the better option. It saves you a lot of entity trickery after all.

Anyway, if you stick with a brush-based medkit, use a func_illusionary - the player can walk through it then - and killtarget it when the player walks through the pickup trigger. That will also permanently remove the entity from the game's memory. Not that a single entity gives much overhead, but oh well. ;)
Posted 17 years ago2007-10-05 18:38:09 UTC Post #235781
Thanks, those console commands will help. And a brush based medkit is my only option, since im an idiot when it comes to modeling :
Thanks again for the help
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