[Help] Farm statics

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Tomking
Posts: 110
Joined: 2010-02-13 03:55

[Help] Farm statics

Post by Tomking »

I hope I'm correct in my thoughts here.

I want to reduce the number of statics in a map I'm working on. The map is farm land and at 4km, alot of the 'CLUMP' style crop and field statics will drastically increase the total number of statics I'm able to use.

Is there a way to create a new static that is for example a 50x50 grid of Corn? Or even 100x100?

(Preferrably a way to do it without learning a lot of 3-d software.)

Thanks!!
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: HELP/REQUEST - Farm statics

Post by Rhino »

Your talking about Overgrowth Fields, not farm statics, that's like a barn :p

Anyways this is something I'm looking into in the future. The main reason why I did them small was due to this info on draw calls, which I applied to these overgrowth field clumps:
However, if you have several thousand objects in a scene that all have the exact same material and textures, and are using a simple material with only diffuse and night textures, they can all be ripped out in a row without a single material switch. Which means there is virtually no processing between each draw call except the new vertex information (in this case, incredibly simple apartment complexes of 100 vertices or less). And on top of that, the pixel shader requires about 3 instructions. So for 8500 of the 12000 draw calls, there is not a single material switch, very simple vertex data being sent to the card and almost no GPU calculations in the pixel shader.
This appears to work, to a point where for some reason at this point, Qwai for example it works totally fine. But go over this point and the CPU just dies under the pressure even thou it should be able to shift all the fields though very easily since they are all exactly the same object just repeated :p

Its most likley down to the CPU being overwhelmed by things like the positioning and other areas where it simply can't work fast enough to keep up with the demand.

I'm going to be looking more info this in the future, but right now I'm working on some other stuff :)
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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: HELP/REQUEST - Farm statics

Post by Hulabi »

Would it work in theory, if you imported the map heighdata to 3ds max, imported all or a huge amount of the statics that you need for that map, and then just place them in 3ds max, according to the terrain. Then you export that huge chunk of statics and make it one single static and place it on the map in the editor. And have just 1 bigass texture file for it all?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: HELP/REQUEST - Farm statics

Post by Rhino »

ye that is an option but would mean a shit load of work (which would most likley fall on me) to do every single map, including future maps and then you would end up with shit loads of unique objects and would be pretty hard to get a decent lod system going too.
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: HELP/REQUEST - Farm statics

Post by Tomking »

So field overgrowth should have no impact on map performance?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: HELP/REQUEST - Farm statics

Post by Rhino »

it dose when used in large amounts.
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