Cheap fog for big maps. Created 18 years ago2006-08-02 12:37:23 UTC by Tosse Tosse

Created 18 years ago2006-08-02 12:37:23 UTC by Tosse Tosse

Posted 18 years ago2006-08-02 12:37:23 UTC Post #192276
Ok, here is my problem. Im making this huge outdoor map, and because it's so big it would lag, so i figured i could set the maw viewable distance to a smaller number so that the entire map doesn't get renderd all the time, but we all know how ugly a low max viewable distance can be. So i thought that i could use fog to cover it up, but if i use lots of sprites it would lag anyhow?

So do you have any idea of how to make this big map without lag?

Some deatails about the map. It's on water with houses built on pillars. and there is bridgelike path's that connect's the houses so that you don't have to swim. It's kind of a "dark" map, swamp like darkness if you know what i mean.
Posted 18 years ago2006-08-02 12:55:11 UTC Post #192277
The only thing I could think of would be to make all the doors and windows in the houses face away from the center of the map. that way, the engine wouldn't see the inside of the buildings when you are looking at the whole map...
Can you post a top view of the map layout?
Posted 18 years ago2006-08-02 13:05:52 UTC Post #192278
That idea might work... But i was thinking more on how to make the fog un-laggish...

Well, the layout isn't done yet, but i have the idea of it in mind, one thing would be to chop the map in four pices and put them in different skyboxes and letting teleportets connect them... And but hint brushes inbetween the skyboxes or just put them far away from eachother so that the max viewable distance take's care of that... What do you think of that?
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