Help on How to optimize env_sprite

CyanideNoodles

L2: Junior Member
Oct 1, 2012
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8
So I'm working on a christmas map and it's outdoors..so I'm trying to make it as lag free as possible, but this is hard when you have christmas tree's(with the env_sprites as lights) around the map. I wanted to know if there are any way to make env_sprite more optimized so it wont render from so far and etc. I currently have fog but was hoping there'd be a better way to optimize it.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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I doubt env_sprite costs much to render. They are very simple.
 

henke37

aa
Sep 23, 2011
2,075
515
Use a particle system? Some sort of rope?
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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Fair enough, then. I've just done an experiment with over a hundred env_sprite and you are right, there is some performance loss, especially when the sprites are transparent. I think Henke's suggestion of a particle system is very good. Consider that each env_sprite also uses a networked edict. You probably won't reach an unstable number in a map that's not composed of lots of other entities, such as payload, but it's worth keeping an eye on. I've just experimented with tf_forced_holiday 3 and tf_logic_holiday with its Holiday property value set to 3 (Christmas for both) and ropes do not get the fairy lights effect. I think that only happens during a set date range, unfortunately.
 
May 25, 2015
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I've just experimented with tf_forced_holiday 3 and tf_logic_holiday with its Holiday property value set to 3 (Christmas for both) and ropes do not get the fairy lights effect. I think that only happens during a set date range, unfortunately.
The special rope effects are in Pyrovision as far as I know.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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In PV you get little white pearls on the ropes but around the end of December you get fairy lights, which are smaller and more numerous. They're great but I've never found a way to replicate them. They are one of the game's sacred things that we can't touch.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Wouldn't a particle system just end up being a bunch of sprites anyway?
 

EArkham

Necromancer
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Aug 14, 2009
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Wouldn't a particle system just end up being a bunch of sprites anyway?

That would have been my thought.

Personally I'd go with static_prop model(s) with self-illum for tree ornaments. It'd look better, too, and you'd have very little resource issues with static props.
 
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