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ex_ma_cave_entrance_* and those that share geometry (stretched or otherwise):

  • Significally decimated collision mesh (was: 539, new: 178)
  • Simplified wood geometry and reduced clipping
  • Adjusted parts of rock entranceway to remove instance of rock clipping completely through wood, and another where theoretically the player might see under wood plank edge if the surrounding terrain was sufficiently steep.
  • Re-unwrapped rock to remove unseemly seams.

ex_de_cave_entrance_01:

  • Usual reduction of draw calls, unified meshes for dubious performance improvement. Added LOD.

    Note: One might believe that several quads could be removed from the backsides of the front "step" logs. One would be incorrect due to in-game placement rendering the removal visible.

ex_cave_stoneyb00:

  • Reduced collision mesh from 350 tris (in one trishape) to 115 (across 8, with mostly much-smaller volumes).
  • Re-unwrapped steps to minimize islands (cannot eliminate entirely due to texture and shape of mesh)
  • Combined two trishapes with identical materials and created one addition LOD, reducing from 6 draw calls to 5 near, 3 further away.

…erwise):

	- Significally decimated collision mesh (was: 539, new: 178)
	- Simplified wood geometry and reduced clipping
	- Adjusted parts of rock entranceway to remove instance of rock clipping completely through wood, and another where theoretically the player might see under wood plank edge if the surrounding terrain was sufficiently steep.
	- Re-unwrapped rock to remove unseemly seams.

ex_de_cave_entrance_01: Usual reduction of draw calls, unified meshes for dubious performance improvement. Added 2 LODs.

			Note: One might believe that several quads could be removed from the backsides of the front "step" logs.
			      One would be incorrect due to in-game placement rendering the removal visible.

ex_cave_stoneyb00: Reduced collision mesh from 350 tris in one trishape to 115 across 8 with mostly much-smaller volumes.
			Re-unwrapped steps to minimize islands (cannot eliminate entirely due to texture and shape of mesh)
			Combined two trishapes with identical materials and created one addition LOD, reducing from 6 draw calls to 5 near, 3 further away.
	- Change NiLODNode flags to 32, to optimize for Oldwind/MGE XE
	- Correct an oversight in one of the cave entrances, which did not have its LODs set up.
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