noticed some culling in different CS:S maps.

poseyjmac

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like in office, if you are looking down that main hall outside, there is a overhang on the adjacent building, it slowly fades out after you get a certain distance away from it.

did hl ever let you do this time of mapping technique or is it new? i never knew about it. anyway i wonder if it only applies to .mdls or if it can apply to brushes too. regardless it will be a good tool to use.

god i want the new hammer so badly.
 
in dust2, when you are a ct, and you go toward the b bomb site, (past those double doors) on your right will be a wall of rocks, if you go into spectator mode and get close and back away from them, they geometry simplifies as you get further away, like they made a high res and multiple lower res versions to save on FPS when you arent up close
 
cool. yea, that will come in handy when squeezing those extra fps out of your maps.
 
apparantly its a new thing in Source, being able to fade things in and out depending on distance or something.
 
It could just be a different way to use the LOD system, have a model with no polygons and it will disappear, though I guess it would pop then rather than fade. The real question is do models cull when completely occluded by another model or at least a brush ?
 
Thats funny, I said that people would be able to fade objects in and out using this technique but The Dark Elf said it's a "crappy non-solution" .... odd that valve chose to do the crappy non-solution.

Todd
 
I think it's cool that things fade, especially since it will help when building large outdoor places. But still, are the detail of the model based on distance? That is not good cause in a game (cant' remember which) the models stayed lowres eventough you 'sniped' them. Looked funny.... And not haha funny.
 
its a setting in the sky_cam entity... been around seens the beta but dosnt fully work.

also it dosnt rilly help...
 
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