Merging SM alter's Pathnodes?

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avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
This one has really got me stumped and i've been playing around with it for hours.

I have a hallway with static mesh grating that has pathnodes on it, this has always worked fine before with no issues what so ever.

However since there's 30 individual grating tiles i thought i'd merge them all into 1 for optimization perposes. Now that i have done this it says that the New static Mesh cannot support pathnodes.

I've checked collision on both the merged and single tiles and they are both set the same. I really don't get why it complains about it.

MergedSM.jpg


MergedSM-Details.jpg
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
However since there's 30 individual grating tiles i thought i'd merge them all into 1 for optimization perposes.
I don't know what causes your problem and how you can fix it, but this was a bad idea to begin with. Reusing SMs is usually a good idea since the engine can just "transform and light" them (if the gpu supports Hardware T&L, but pretty much every gpu that can run KF at all supports it) instead of completely rendering every piece individually.
It's also a lot easier to cull certain smaller pieces than the whole behemoth.
So regardless of your problem I recommend undoing this step and going back to having individual grates.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Thank you for the tip Murphy.

Actually i don't get any problems with my map, it's just that i know people had talked about fps drops on kf-grimpen and i don't get any (or at least not noticably).

And i've spent my entire time designing and decorating my map - optimization has never sprung to mind. I'm going through my map and i'm shocked that nearly all the Cull distances are set to 0 (unlimited i think).

I thought that this would be a good idea since i heard that having to render 1 SM was alot better than having to render a large group