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  1. #1
    Basically i have 2 "hangar_gk_v1"'s sitting end to end.
    If I delete one of them my polycount is around 100k.
    If I have the 2 I need to get the size I want, it jumps to about 500-600k average.
    Anyone know a way around this, or a way to stretch the hangar, but not proportional? I really just want it long, not wide or high.
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  2. #2
    Basically i have 2 "hangar_gk_v1"'s sitting end to end.
    If I delete one of them my polycount is around 100k.
    If I have the 2 I need to get the size I want, it jumps to about 500-600k average.
    Anyone know a way around this, or a way to stretch the hangar, but not proportional? I really just want it long, not wide or high.
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  3. #3
    Could this in some way be related to one hangar having a complex indoor area that uses a VisArea to hide it from the outside, and the other does NOT have such a VisArea?

    You can check this with F3, to "see" what the engine is actually drawing.

    AEon Check the Far Cry Editing FAQ by Swoop/AEon
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  4. #4
    I'll check that out, thanks.
    As far as I know it shouldnt be though. they are both just simple brushes. and both the same.
    ~edit: nothing that i can see, and in wireframe mode i get 2fps on medium settings (5950ultra) lol.
    Also the wireframe for the hangars is showing so little wires compared to even a normal weapon, etc that it isnt funny.

    [This message was edited by Yavimaya666 on Sat July 24 2004 at 06:30 PM.]
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  5. #5
    Ok! im now turning this thread into a dont do what i did thread :P

    I had "cast shadowmaps" turned on damnit!
    i dont know how that actually adds polygons, but Hmm it seems it does :P
    Took them off, and looking at the most crowded place i only get 250k maximum.

    Bit of info for you all there though, having walls, etc cast shadowmaps when indoors atleast, adds polygons! and a crapload of them if you are using that as your outershell.
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  6. #6
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Yavimaya666:
    Ok! im now turning this thread into a dont do what i did thread :P

    I had "cast shadowmaps" turned on damnit!
    i dont know how that actually adds polygons, but Hmm it seems it does :P
    Took them off, and looking at the most crowded place i only get 250k maximum.

    Bit of info for you all there though, having walls, etc cast shadowmaps when indoors atleast, adds polygons! and a crapload of them if you are using that as your outershell.<HR></BLOCKQUOTE>

    Normal, that s because cryengine uses polygonal shadow mapping. it is a semi infinite multiface pyramidal object with edges passing by the vertices of the perimeter of the object to cast once projected onto the light pojection system (planar for a spot, sphere for an omnietc). Then it intersects this object with other objects to determine what to draw as shadow. it is the best way imo to draw a detailed object shadow stencil pawa---
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  7. #7
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BarfHappy:
    Normal, that s because cryengine uses polygonal shadow mapping. it is a semi infinite multiface pyramidal object with edges passing by the vertices of the perimeter of the object to cast once projected onto the light pojection system (planar for a spot, sphere for an omnietc). Then it intersects this object with other objects to determine what to draw as shadow. it is the best way imo to draw a detailed object shadow stencil pawa---<HR></BLOCKQUOTE>

    Ok, for anyone out there like me who thinks they know a decent amount about computers, read above... anything there make sense to you? doesn't to me :P
    *cries*
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  8. #8
    ah... sorry ^^
    well imagine you have a pyramid, with as tip your light source. Each edge passes by a vertice of the perimeter of the object to cast shadow from (this is not really the object perimeter but the perimeter of a projection of this object). SO you have a pyramid with infinite edges but stil stopping at the tip. Now, the program calculates the boolean intersection between this pyramid and the scene objects, the intersection surface is drawn as the shadow. And this is polygonal (for dynamic lightening).
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  9. #9
    lol! thanks for the effort barfhappy.
    but dont waste anymore time explaining the techincal details to me, i kind of get the idea, but my mind isnt THAT advanced :P

    Thanks for the help anyways.
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  10. #10
    I wonder if it would be worth it to find a way to call on a lower LOD or maybe even the collision mesh for shadow calcs. It would not be 100% accurate, but you probably would not notice unless you were really looking for it. I dunno if this would help the render speed or not though.

    BTW, just thinking out loud here.
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