Game lags when it get near large buildings.
by Ken Davis · in Torque Game Engine · 11/22/2004 (8:42 am) · 15 replies
I have added some custom made buildings into a map. However, whenever the player get next to one (collision zone I assume), the game spits and sputters and displays about 1 frame every 5 seconds until it leaves the building. I am not going inside the buildings, just passing by.
Any ideas?
by the way, my integration=50.
-Ken
Any ideas?
by the way, my integration=50.
-Ken
About the author
#2
-Ken
11/22/2004 (9:40 am)
These buildings are not .dif files. They are .dts files that are imported in as static shapes. I have the scal on them set to 50 50 50.-Ken
#3
11/22/2004 (9:53 am)
DTS! Check the forums for problems related to scale, i belive there are some but I can't remember what specifically.
#4
11/22/2004 (9:56 am)
Lol, yeah. DTS's are not optimized to be very large and they will lag. You need to use DIF levels, made up of brushes.
#5
11/22/2004 (10:07 am)
Rather, try setting the integration to something realistic, like 8 or 10.
#6
11/22/2004 (10:17 am)
If I have integration set to anything lower that 30, I hit the ground and fall thru.
#7
-ken
11/22/2004 (10:18 am)
DIF even for building that we don't go inside? I thought that was just for interiors.-ken
#8
11/22/2004 (10:39 am)
If the object is very large or if precise collision is required, I'd say use DIF.
#9
-Ken
11/24/2004 (6:21 am)
Ok, I might have a problem, but I need a work around. This project is for my Capstone class at the university and is due in one week. We have several buildings and don't have time to redraw them in quark. I have noticed that the game runs fine until I collide with the building. I have added the buildings as static shapes and the collision boxes seem to not do anything. I can drive thru the buildings. I think as long as I can force the collision boxes to bump me back everything will be fine. On the other hand, the building were drawn with MilkShape. Is there someway to export to DIF or is there a utility to convert DTS to a DIF file? Any ideas?-Ken
#10
And place them inside or a bit outside the dts buildings.
I haven't tested this but its a hint .
-Billy
11/24/2004 (6:48 am)
A fast fix should be to make some invisible dif objects and skip the collision on the dts buildings.And place them inside or a bit outside the dts buildings.
I haven't tested this but its a hint .
-Billy
#11
Are the buildings skyscraper like? If so, it's very easy to create a map file from the floor plan (which would be basically high boxes) that do the collisions. I could assist you with that.
Don't know how to make invisible .DIFs, though.
11/24/2004 (7:46 am)
That's a nice idea Billy has.Are the buildings skyscraper like? If so, it's very easy to create a map file from the floor plan (which would be basically high boxes) that do the collisions. I could assist you with that.
Don't know how to make invisible .DIFs, though.
#12
Now the shape is invisible but still have collision.
11/24/2004 (8:07 am)
Make a pink texture RGB 255 0 254 size 16x16 and call it NULL..jpg or png and place it on all sides of the shape .Now the shape is invisible but still have collision.
#13
That doesn't work, though. You are taking away the brush altogether, there won't be any collision, and no rendering.
What Ken needs to do is create the shape he wants as collision, and convert it to an entity. This will effectivly create a collision brush, but the rendering won't happen. All normal brushes will lose their collision ability as well so you need to map those if you still want them to collide, but in this case it doesn't seem to be a problem since they are DTS shapes anyway.
11/24/2004 (8:22 am)
Heya Billy,That doesn't work, though. You are taking away the brush altogether, there won't be any collision, and no rendering.
What Ken needs to do is create the shape he wants as collision, and convert it to an entity. This will effectivly create a collision brush, but the rendering won't happen. All normal brushes will lose their collision ability as well so you need to map those if you still want them to collide, but in this case it doesn't seem to be a problem since they are DTS shapes anyway.
#14
I tested it with the starter.racing and it works like a charm invisible shape and collides real good.
11/24/2004 (8:25 am)
Stefan it works real good !I tested it with the starter.racing and it works like a charm invisible shape and collides real good.
#15
Edit: Nvm, you're offline. heh
11/24/2004 (8:27 am)
Sure as hell doesn't work here, has never been. :) I can just travel trough the brush.. I'll send you a message on msn, odd stuff.Edit: Nvm, you're offline. heh
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