Ricebug on 31/10/2013 at 17:20
I have a range of mountain objects where I've disabled the collision/collide, opting instead to surround them with non-rendered 10' Iron Fence objects of various lengths. This gives the player a more realistic navigational sense instead of them bumping into a single object where there may be large alcoves and indents they can't get to.
Unfortunately, the monolog is now giving me this message: WARNING: Too many object polys in this scene, not all can be rendered by the editor.
The fence object apparently throws too many polys at the engine. How about I use the wire snake (-6116) instead as a player block? There are quite a few mountains and this is a real PITA to tweak.
PinkDot on 31/10/2013 at 18:57
I got the same error recently, when I put loads of trees in the scene. Some of the trees became invisible, but the collisions were still calculated. This might be a new limitation we have discovered, since now we can use more objects and often they would be high-poly etc...
Have you tried running your map through Thief.exe - not through Dromed?
Ricebug on 4/11/2013 at 23:33
No, I haven't ran the thing through Thief.exe yet. The problem went away when I started using a much simpler object, as I suspected.
For some reason, I'm no longer getting email notifications on my posts, even though the subscribe box is checked.
kdau on 5/11/2013 at 00:02
My notifications have been coming delayed in clusters, as if they're getting caught in an SMTP queue somewhere.
So it seems that DromEd contemplates in some detail the models of non-rendered objects? That's annoying. I understand the need to compute the bounding boxes, but this sounds like a frame-by-frame thing. I suppose the best model to use would be waypt, then (which the markers use - just a red cube).