Yea, no problem. I just thought you'd like to know. But in all fairness, on the virtually empty Templemap, I get 35 - 37 FPS. So... *shrug* On Wed, Jun 24, 2009 at 10:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > in all fairness though there are a few things that are a little expensive.. > > #1 - the miner is there being animated. Lots of verts on that guy but > shrug... > > #2 - the small version of the spinning wooden terrain thats on the left is > actually the same model you see for the ground if you actually go into the > level. It's the same model, just smaller and being smaller doesn't save > much. > > so yeah, it sucks you are getting low fps but there are at least 2 things > which are more expensive than they should be so it isnt as dire as it seems > :P > On Wed, Jun 24, 2009 at 7:45 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> wow ouch! >> On Wed, Jun 24, 2009 at 7:39 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> "main map area do you mean where you first choose a map to go to where >>> there's the spinning cubes and such?" >>> >>> Yes. >>> >>> Okay, good point Kent. I will try to build the entire temple as a single >>> map and see what happens. (: >>> >>> >>> On Wed, Jun 24, 2009 at 9:35 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> main map area do you mean where you first choose a map to go to where >>>> there's the spinning cubes and such? >>>> >>>> >>>> On Wed, Jun 24, 2009 at 7:32 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>> >>>>> Okay, what I am going to do then is build the first and first part of >>>>> the second floor together, put the maze as another map, then the ceiling >>>>> and >>>>> beast rooms as a third >>>>> >>>>> By the way, on the main map area, I get an average of 21 FPS. Shadows >>>>> on. >>>>> >>>>> >>>>> On Wed, Jun 24, 2009 at 9:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> It is pretty intricate >>>>>> >>>>>> Hard to say if it will be necesary to split it up or not! >>>>>> >>>>>> If you want to play it safe split it up, if you want to see if we'll >>>>>> have problems or not leave it one map. >>>>>> >>>>>> i dunno i think we wont know til it's built >>>>>> On Wed, Jun 24, 2009 at 7:26 PM, Nick Klotz >>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>> >>>>>>> Basically what I am worried about is cost. I can put the entire >>>>>>> thing into the same map if that is what you want. Otherwise, what I am >>>>>>> asking is: if the areas should be partitioned. First floor + basement >>>>>>> under >>>>>>> the diamond path, followed by the maze, then ceiling trap/beast room, >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Wed, Jun 24, 2009 at 9:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> ok >>>>>>>> >>>>>>>> On Wed, Jun 24, 2009 at 7:15 PM, Nick Klotz >>>>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> Well concerning camera, I don't believe that would be an issue with >>>>>>>>> this because I can make the ceiling very high to compensate for the >>>>>>>>> angle. >>>>>>>>> I'll get a cheap outline to show you what I mean specifically in a >>>>>>>>> few >>>>>>>>> minutes. (: >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> images would help yeah! >>>>>>>>>> >>>>>>>>>> from the sounds of it, cost isnt an issue but multiple levels >>>>>>>>>> stacked on top of eachother could be difficult to deal with because >>>>>>>>>> of >>>>>>>>>> camera concerns. >>>>>>>>>> >>>>>>>>>> There used to be a setting (that is broken now but could be fixed) >>>>>>>>>> in config.lua where basically if an object was inbetween you and the >>>>>>>>>> camera, >>>>>>>>>> the camera would pop to be in front of the object so the player is >>>>>>>>>> never >>>>>>>>>> obscured. >>>>>>>>>> >>>>>>>>>> If I fixed it we could just have that be the norm, and that would >>>>>>>>>> fix the problem of the player being on floor 1 while the camera is >>>>>>>>>> lookin at >>>>>>>>>> the player from floor 2. >>>>>>>>>> On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz < >>>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> With the current layout I have three separate floors for the >>>>>>>>>>> temple. At this time, the floor with the diamond path is connected >>>>>>>>>>> to the >>>>>>>>>>> basement, if you stray from the path you'll fall directly into the >>>>>>>>>>> basement. >>>>>>>>>>> If you get through, there is an elevator that takes you down to the >>>>>>>>>>> basement. Should the first floor/elevator be built on its own map, >>>>>>>>>>> and >>>>>>>>>>> script the player to the next room via falling (in which case no >>>>>>>>>>> matter >>>>>>>>>>> where you fall you end up in the same spot)/elevator, or should I >>>>>>>>>>> include >>>>>>>>>>> the basement along with the same map, and partition the maze/ceiling >>>>>>>>>>> trap/beast rooms into separate maps in order to keep the cost down? >>>>>>>>>>> Images provided if necessary. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >