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Post by twiggy on Dec 24, 2010 21:58:38 GMT
The official L4D maps all use prop fading.
But the mapping community backlashes against it.
What gives?
Should I really just avoid prop fading?
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Post by twiggy on Dec 24, 2010 22:38:58 GMT
Also, making things like keyboards and chairs non-solid.
Should I make it non-solid serverside or non-solid clientside? Or should I check/tick the "Debris - Do not collide with player or other debris" on the flag tab?
Thanks.
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Post by Zeph on Dec 24, 2010 22:49:24 GMT
What ever optimises your map the best. If you include fog, make the objects fade, as they cant be seen at distance anyway, so why render them? If you map is crystal clear on a bright day, then perhaps you should see far away objects.
VPhysics (solid props) are expensive. If you can replace VPhysics with a simple Clip Brush, do it! Things like static desks, fences, etc -> non solid, then a clip box around it.
"junk" objects, like small physics props (eg bottles, cans, keyboards, cups, etc), should not get in the way of players. IF they clutter the floor and cause the player issues with moving around, make them non-solid and/or do not collide.
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Post by twiggy on Dec 25, 2010 21:01:57 GMT
Thank you, Zeph, for the clear answer and example. Quick question... I am making the items non-solid... should I make them non-solid client side or server side?
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Post by twiggy on Dec 25, 2010 21:03:08 GMT
^ for Prop_Physics_Multiplayer.
Thanks.
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Post by Zeph on Dec 26, 2010 0:01:39 GMT
I've not used prop_physics_multiplayer, only prop_physics.
So lets do some research:
To me, either non solid is good. Client side will mean less work for the server, which is probably the maximised optimisation.
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Post by twiggy on Dec 26, 2010 9:12:19 GMT
Thank you - kind sir. I just want to do everything right. I've been mapping for close to two years now. Not religiously or anything... More casually BUT!!! I wanna make sure I do everything right. Thanks
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