Water taking up cycles on non water maps?
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Water taking up cycles on non water maps?
10% seems like a lot for a desert map. Settings are on reflective+refractive. Haven't checked others
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Re: Water taking up cycles on non water maps?
Yep.
You get load even if there is no water.
You get load even if there is no water.
Re: Water taking up cycles on non water maps?
Try nuking the ground a few times and see if you find water, maybe?
Re: Water taking up cycles on non water maps?
Surely if there is no water visible initially then it should be cut from the run code?ZellSF wrote:Try nuking the ground a few times and see if you find water, maybe?
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- Imperial Winter Developer
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Re: Water taking up cycles on non water maps?
Technically there is water visible, if you look off the side of the map. But I agree with you, if this can be cut, it should be.
Though admittedly, if running water is eating into your FPS, you should probably just switch to a lower setting - because if you play a water map, you're going to have to deal with the FPS drop anyhow, and if you're playing a landmap, you're not going to see the difference anyway.
Though admittedly, if running water is eating into your FPS, you should probably just switch to a lower setting - because if you play a water map, you're going to have to deal with the FPS drop anyhow, and if you're playing a landmap, you're not going to see the difference anyway.
Re: Water taking up cycles on non water maps?
That's a map that shouldn't have had any water. The designer should have set all heights above zero and used the voidwater tag.
Re: Water taking up cycles on non water maps?
If the grounds lowest height value is within a certain range of zero then spring will draw water as if the ground is deformable the water will need drawing. This map obviously does not take this into account and needs fixing either by raising the height values or adding the tag argh mentioned.
Re: Water taking up cycles on non water maps?
Several of my unreleased maps toy with below-surface but possibly instrumental water, I would be quite perturbed if that function was broken by default. Sadly, since we can't really show shattering ice and have new textures be drawn on the changed surface, I don't think you'll be seeing any of these maps in question any time soon.
Re: Water taking up cycles on non water maps?
Spring could check if map hardness multiplied by the lowest height is over a certain threshold to decide if the map needs water to be rendered.
Re: Water taking up cycles on non water maps?
lurker wrote:Spring could check if map hardness multiplied by the lowest height is over a certain threshold to decide if the map needs water to be rendered.
PS: the threshold is 10.AF wrote:If the grounds lowest height value is within a certain range of zero then spring will draw water as if the ground is deformable the water will need drawing. This map obviously does not take this into account and needs fixing either by raising the height values or adding the tag argh mentioned.
Re: Water taking up cycles on non water maps?
The entire point of my post was to multiply it by hardness.