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 Post subject: Culling distances
PostPosted: Thu Jun 10, 2021 3:14 pm 
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Brachiosaurus
Brachiosaurus

Joined: Sun Jun 25, 2017 11:48 pm
Posts: 195
Does anyone know how to enable culling on custom maps designed for CE without having to change CE settings? I try this code for instance.

Quote:
group $VBilbryShrub~PV11-00 = {
float ext_ImportScale = 1.000000
int ext_GeometryType = 2
string Class = "CInstance"
bool Unlit = true
}

group $VBilbryShrub~PV12-00 = {
float ext_ImportScale = 1.000000
int ext_GeometryType = 2
string Class = "CInstance"
bool Unlit = true
}

group VBilbryShrub-00 = {
float ext_ImportScale = 1.000000
int ext_GeometryType = 2
string Class = "CInstance"
string Detail1 = "$VBilbryShrub~PV11-00"
float A01 = 80.000000
string Detail2 = "$VBilbryShrub~PV12-00"
float A02 = 40.000000
float Culling = 10.000000
float ShadowCulling = 30.000000
}



I change float Culling = 50.000000 to 10.000000 and the plant disapears pretty quickly but the low poly models do not appear in its place...

I need to try this in my update for Limahuli to have a lot of vegetation. Some of the plants disappear at the default settings, too many on screen. I also need to figure out how this works to make custom models's with performance optimization.
The way I figure, CE max's out culling distance for the 3d model and ignores the low poly ones that display at a distance...
I'm using the max settings .ini configuration file.

Any ideas?


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 Post subject: Re: Culling distances
PostPosted: Thu Jun 10, 2021 3:43 pm 
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T-Rex Killer
T-Rex Killer
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Joined: Thu Apr 24, 2003 11:20 pm
Posts: 12188
Location: Lima, Peru
OK, so, while the float Culling and float ShadowCulling parameters specify a distance from the camera in meters, the float A01 and float A02 parameters specify a size (usually along the Z axis, IOW, the height, unless you specify a different axis) on the screen in pixels. The latter has the consequence that the distance at which it has any effect will vary depending on your screen resolution and the object's actual size.

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 Post subject: Re: Culling distances
PostPosted: Thu Jun 10, 2021 9:57 pm 
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Brachiosaurus
Brachiosaurus

Joined: Sun Jun 25, 2017 11:48 pm
Posts: 195
My best guess is CE disables culling when using
Quote:
trespasser_dx9-hq.ini
. Bummer.


Seems to be this part of the config.
Quote:
ForceMaxObjectDetail=True


Man, I hate to make the map not work right on max settings... Hmm. Gotta be a work around. Only thing I can think of is using less decorations on screen.

Edit: Ok I disabled that option and the L.O.D. works fine... So I just can't design the map for level of detail optimation when using max settings. Oh well. Compatibility is more important. But I will go ahead add in L.O.D. for people that have slower pc's.

Now to figure out how to increase draw distance of the terrain/level...(new map im working on, not Limahuli update) I want a rather large draw distance to show off the hills in the distance.


Edit: For future reference I copied
Quote:
Trig_Start-00

from the Test Scene level and edited
Quote:
float FarClipPlane = 500.000000

to a higher value. This changes the draw distance. I'm still tweaking it for appearance/compromise though.


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