wedge2211 Posted January 2, 2003 Share Posted January 2, 2003 If I have a REALLY big open space, and I put a global fog in the level, will it increase the frame rate because less of the space is drawn, or decrease the frame rate because it's fog? Link to comment Share on other sites More sharing options...
Gonkish Posted January 2, 2003 Share Posted January 2, 2003 That depends on what you do. Global fog is just fog. It does not block the vis. When used in conjunction with a "foghull" (which is only available by compiling with q3map2), THEN it starts to have an advantage fps-wise. Link to comment Share on other sites More sharing options...
Emon Posted January 2, 2003 Share Posted January 2, 2003 You can distancecull and world fog with normal SoF2Map, it was done in yavin_swamp. I haven't done much testing, but so far it seems more efficient (my way, which works for both compilers). Link to comment Share on other sites More sharing options...
WhiteShdw Posted January 4, 2003 Share Posted January 4, 2003 How do you activate distancecull again? I believe I read about it in a Worldspawn thread somewhere, but i can't find it anymore. Link to comment Share on other sites More sharing options...
Emon Posted January 4, 2003 Share Posted January 4, 2003 It tells you how in the worldspawn entity description. Link to comment Share on other sites More sharing options...
Wudan Posted January 4, 2003 Share Posted January 4, 2003 In SOF2Map it's just a switch - something like -distancecull, or something. I forget, but I remember doing it. (i forget because i use q3map2) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.