GRT 0 Posted June 17, 2004 Share Posted June 17, 2004 i read on the level builder.pdf and saw this: MODEL VOXEL SIZE and FOREST VOXEL SIZE control the size of the mesh groupings the regular level geometry and forest objects get divided into upon export. These groupings can affect the performance of the map because they are used to calculate clipping within the scene. The values are displayed in centimeters, and they may be adjusted individually by the level builder to speed the performance of the map. now i read that but dont understand how you calcualate the voxel numbers for your map. Can anyone give explain how you calculate this? Quote Link to post Share on other sites
Biro 0 Posted June 17, 2004 Share Posted June 17, 2004 I'm not sure how to calculate it, but I tried some few different settings there and it didn't affect the performance on my map. Maybe I didn't set the numbers high enough or low enough? Quote Link to post Share on other sites
OSO 0 Posted June 17, 2004 Share Posted June 17, 2004 I'm not so sure I really understood this myself so I did a good old fashioned google search on the subject of Voxels. This is what I came up with and I suggest you read it as well to get an understanding of it. Now I know this really doesn't answer your question but here are a couple of things you can do to try and achieve the optimal performance. Open up IGOR and one of the RSE made maps. Go to the View\Debug menu and there is a sub item there for displaying Voxels. You'll notice a light green grid superimposed over the map. Check out a few of these RSE map levels to get an idea of how it should look on your map. Then open your map level and look there as well. If it isn't similar to a RSE made level it might be wise to start playing with the numbers a bit and test it to achieve the desired result. From the appearance of this it looks like it might be a hit and miss learning curve to get the right numbers much like lining up the command map in the environment file. Quote Link to post Share on other sites
GRT 0 Posted June 17, 2004 Author Share Posted June 17, 2004 Thanks oso Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.