SickleYield Posted May 16, 2007 Share Posted May 16, 2007 Custom collision exported from Max reportedly is more likely to cause slowdowns than collision adapted from existing meshes, though the workaround given on the CS wiki is a huge pain (I never got it working right). Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 17, 2007 Author Share Posted May 17, 2007 Custom collision exported from Max reportedly is more likely to cause slowdowns than collision adapted from existing meshes, though the workaround given on the CS wiki is a huge pain (I never got it working right).It wasn't the collision... It was all the polygons. Redid a closer mockup using 256x256x256 blocks (without all the subdivisions) for platforms, even with the addition of 10 or so Anvil houses and 5 NPCs walking around it ran just as well as any other area. (to give you an idea what I was working with before... The .nif file alone is over 2mb, and I had 9 of them placed covering 9 cells) I am however having trouble getting visible when distant to work properly. And should probably talk to a lore guru to see what I can do on that front. *edit* just did a more full scale test using an interior cell. With the city base (roughly 18000+6000 polygons ) and about a dozen or so building statics I was running at barely 1 frame a second. Which means that I might not be able to pull this off if I can't get some of the basic parts at less than 100 polygons, and really try to keep buildings simplified. Using an exterior cell probably wouldn't allow better results since the ground would have to be rendered and all structures were within the the 3x3 cell area that would all be loaded at once. As the test didn't include NPCs, trees or anything else, I don't think this'll work when it's actually done. Link to comment Share on other sites More sharing options...
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