by qbism » Mon Feb 03, 2014 6:03 pm
Fog- match fog density with farclip? Should work with multiplayer, it works with bots. In an engine w/o fog, figure likely maximum distance to a corner. Maybe not great with a voidy map, bot any map of this sort will be rough on a legacy engine, anyway. Other ideas to improve performance-
Use Skip texture on back faces w/ supporting compiler or remove skip tool.
Larger tiles and smaller max tile value. Instead of individual 1x1 grid sections, think of 2x2 or 3x3 grid prefabs with several combo variations.
Does vis actually work within mostly enclosed map sections? (Does vis 'copy' or 'translate'?) I always wondered this for large complex plats as well.
Simple funcs work well with mapgen like emitters and func_walls. But I had trouble with doors and triggers. Doors copy but wind up in space. And I'm guessing typical engine can't handle a copied trigger (and target).