Quote:
Originally Posted by Rongel
(Post 2077898)
I did a small test with the barrels. So here is what I found:
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:yeah:
Quote:
Originally Posted by Rongel
(Post 2077898)
-They explode in a nice way, good looking effect! :up:
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The way I have set them, they should trigger a cascade effect where fire spreads from barrel to barrel. Have you noticed it? And by the way, they shouldn't explode: I had set them to flammable, not explosive. Maybe I shoud set the destructible property of their zone to "no", or better, I should try messing with the
ObjectRemains controller as suggested by TDW
in this post: it would be cool if after being set on fire, flammable barrels changed their aspect rather than blowing up in the air :cool:
Quote:
Originally Posted by Rongel
(Post 2077898)
-They did cause some lagging with my pc when exploding (i had disabled the red distress flare). I wonder will it increase when all the normal maps and other controllers are added to them? I think the lag wasn't that bad, but it would be nice if we could lower it than increase it.
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In other words, you are confirming indirectly that before being hit, my barrels don't cause any lag. This is good to know :up:
As for the cause of the lagging when they explode, I am sure I know why it happens: each barrel got its own damage box; when one barrel gets more than 10% damage, a fire effect is triggered; this, on turn, damages nearby barrels and sets them of fire (if they weren't already on fire), and so on. Now can you imagine the effect of 60 or more fire FX being played at once? There are several possible solutions for it:
- reducing the number of damage boxes, making each box to cover more than one barrel;
- setting new "spreding fire" effects, the way TDW did for FXU but with reduced damage and blast radius, and assigning them to the new zone definitions used for "multiple-mesh/multiple box cargo";
- increasing the HP damage percent that will trigger fires;
- increasing the HP of each barrel;
- decreasing their damage multiplier.
What do you think? I will try playing with the above factors, and I will post an update as soon as possible.
Answering your question on normal/AO maps and rendering controllers, for a start we should ask ourselves if they are really needed (how good the barrels looked during your test without that extra stuff?). Secondly, I don't think that bump maps and ambient occlusion maps will affect main memory that much, as GPU should deal with them. Shadow and reflection controllers could be a bit memory intensive though :hmm2:
Quote:
Originally Posted by Rongel
(Post 2077898)
-All the ships went down with one torpedo, the barrel explosions seemed to destroy the ships completely, so it might be too powerful now.
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This is related with the previous point: ship's hit points get depleted by the spreading fires. Possible solutions as above :03: