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02-28-2007, 04:19 PM #1
- Join Date
- Feb 2006
- Posts
- 363
Particle Waterfall Experiment
Ok screw env_particles_custom, I used env_shooter.
Here's the pre-alpha example map, please let me know how bad it lags your computer. It shouldn't be noticable at this point but if you're cool enough to be able to tell your uncapped max fps (with system specs) with and without heavy water sprite usage, then awesome:
http://files.peterkormendi.org/maps/...l-prealpha.bsp
And here's the sprite (it needs to be in your nsp/sprites/radix/ folder. If you don't have a /radix folder then WTF IS WRONG WITH YOU? Go make it now!)
http://files.peterkormendi.org/maps/...sets/water.spr
PS: Thanks Kormendi.
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I know I'm going to get replies asking "where's the water?" so for your viewing pleasure, THIS IS THE BUTTON TO TURN ON THE WATERFALL:
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03-02-2007, 02:55 PM #2
Re: Particle Waterfall Experiment
after hitting it a bunch of times (32), when i look around at the particles my fps drops from an average 100 down to as low as 25 (usually closer to 35).
nvidia 6800go on a 1.6ghz rev 1 centrino platform
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03-02-2007, 04:36 PM #3
- Join Date
- Feb 2006
- Posts
- 363
Re: Particle Waterfall Experiment
Yeah at this point, I think this is better used for accents on a brush based waterfall on a conveyor.
At least, for the scale of waterfall I'm planning on doing.
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