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Re: My new map ONS-Sunrise-V1

Posted: Tue 2. Aug 2016, 22:57
by Cat1981England
Thanks Sed :thumbup:

Because everyone has a different PC, video card and drivers - as a general rule of thumb, i use the fps performance of Torlan to gauge whether a map's performance is acceptable. If you can get close to whatever you get in Torlan with your own PC that would be great. But i would say that it needs around 50% increase in fps around the centre of the map and double around the docks and cores as a bare minimum :thumbup:

Re: My new map ONS-Sunrise-V1

Posted: Tue 2. Aug 2016, 23:52
by Miauz55555
Maybe the CullDistanceVolume will help a bit? But be aware about the loading time.. with that number of SM it could be a really problem and make the things worse than better.
[...]
The calculations of this are all executed on the client as soon as he enters the match, so the server won't take any performance impact by this but clients have a slightly longer loading time (increases linear with the number of StaticMeshes in the Volume).
[...]
It's part of Crushas UltimateMappingTools [A Crocodile's Legacy]
BU-Wiki
A Video from UE4.. they have "implemented" Crushas idea into that.

The main problem with the FPS at the docks is that you can see everything.. and in a flyer you are to high for the most portals to skip the SM.

Re: My new map ONS-Sunrise-V1

Posted: Wed 3. Aug 2016, 22:51
by Sedoy
I added the fog to the map and also fixed couple of lags which i didn't notice before

I made two versions with different DistanceFogEnds and CullDistances respectively.

https://www.dropbox.com/s/eskeiu6eciehr ... 3.rar?dl=0

Re: My new map ONS-Sunrise-V1

Posted: Thu 11. Aug 2016, 23:18
by Sedoy
A new version is ready.
i simplified almost all staticmeshes.
Here a few examples
1.jpg
1.jpg (185.42 KiB) Viewed 9792 times
2.jpg
2.jpg (222.93 KiB) Viewed 9792 times
3.jpg
3.jpg (162.82 KiB) Viewed 9792 times
Also i removed 296 lights and 313 staticmeshes

https://www.dropbox.com/s/ljy71ikb2flak ... 5.rar?dl=0

Replace all files after downloading

Re: My new map ONS-Sunrise-V1

Posted: Fri 12. Aug 2016, 00:31
by Cat1981England
Really good work Sed. The performance is much better and now good enough to get on the server :thumbup:

In the next/final edit it would be great to have a radar map to help players get around.

Now on the server. Feedback welcome.

Re: My new map ONS-Sunrise-V1

Posted: Fri 12. Aug 2016, 00:47
by Sedoy
i am glad to hear that it is finally good enough for the server. About a radar, i don't know actually how to make it. Nodes don't match the radar properly. I tried several different combinations with different textures and different values of CustomRadarRange.

Re: My new map ONS-Sunrise-V1

Posted: Fri 12. Aug 2016, 13:44
by Sedoy

Re: My new map ONS-Sunrise-V1

Posted: Fri 12. Aug 2016, 13:49
by Miauz55555
You are to fast Sedoy. ;)
I wanted to play with the culldistance volume a bit before I post.. but well here is the post.
Yes it's better and you saved 20 MB. :thumbup: The sice is ok now.

2 holes, or for with the mirrow where you can fly under and behinde the map with a vehicle: Sorry for my late reply.

Re: My new map ONS-Sunrise-V1

Posted: Mon 9. Jan 2017, 16:08
by Sedoy
Hello everyone, i decided to update this map a little. i made a few changes.

https://www.dropbox.com/s/vujn7sg5r9mbp ... 1.rar?dl=0

a small list of what were done:
-Collision at traffic light and lampposts was turned off
-about 10 vehicles were added on the map
-a couple of staticmeshes were changed and they look better now
-locked gates now have such red blinking lights

Re: My new map ONS-Sunrise-V1

Posted: Mon 9. Jan 2017, 19:09
by Miauz55555
Version Numbers Sedoy, for everything which you release online.. you're really messing with my struckture. I'm looking at your SM pack. It can't go on a server with the same name and differend content inside.

A few SM are popping inside the view due to the chosen culldistance, I think. You may want to make the cube for the fakebakdrop new.. it is a litle out of place. And maybe select an other skybox texture for the grey fog. The texture from the "water ground" is a shader.. maybe chose a nice skybox with a waterground and set it to a fakebakdrop, too.