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[TUTORIAL]Porting/Creating Static maps using Tendons export.py [IMAGE HEAVY]

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datiel12:


--- Quote from: Tendon on March 09, 2018, 11:27:59 AM ---Oh, terrain.  Yeah.

I've done some experimenting w/terrain.  It seems as though a Blockland client can't support very many StaticShapes in a scene at once.  I go from about 900fps in an empty map, to 45fps in a map with 1000 static shapes, even if they're invisible.  This really limits what I can do with terrain, because I can only have, what- a 100x100 tile map?  It's possible to use that serversided selective ghosting dll to reduce or remove the lag.  If the objects are not ghosted, the client does not lag.
But there's a jitter effect while standing on an unghosted collision shape, as the client and server argue over where the player is.  And vehicles will just appear to fall through the ground when they're not moving.
I think it would be possible to selectively ghost only collision shapes that are near players, bots, and vehicles.  But I have not made a working demo for that.

Anyhow, that's just my ramblings.  I don't know how to get terrain back into Blockland w/the original textures. :c


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Well, I can import terrain just fine. Not much change in FPS. I just cant get textures to work properly. Really what I do before I import it is if it has alot of verticies then use Limited Dissovle. To simplify the mesh. Which also makes it easier to add collision to.

mod-man:

this is a cool post!! thanks for all the info :))

OtisMan:

problem with these maps is that they are huge datablock wise. (dust2 was like 1000 datablocks)

datiel12:


--- Quote from: OtisMan on March 19, 2018, 04:26:22 PM ---problem with these maps is that they are huge datablock wise. (dust2 was like 1000 datablocks)

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Yeah, but the map itself is 1 datablock. The collisions make up a lot of the datablocks.

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