Help on How to optimize env_sprite

Discussion in 'Mapping Questions & Discussion' started by CyanideNoodles, Nov 23, 2015.

  1. CyanideNoodles

    CyanideNoodles L2: Junior Member

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    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.
     
  2. worMatty

    aa worMatty Repacking Evangelist

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    I doubt env_sprite costs much to render. They are very simple.
     
  3. CyanideNoodles

    CyanideNoodles L2: Junior Member

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    Uh....well they do when there are a lot of them for a decorated christmas tree.
     
  4. henke37

    aa henke37

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    Use a particle system? Some sort of rope?
     
  5. worMatty

    aa worMatty Repacking Evangelist

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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.
     
  6. Dr. Orange

    Dr. Orange L6: Sharp Member

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    The special rope effects are in Pyrovision as far as I know.
     
  7. worMatty

    aa worMatty Repacking Evangelist

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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.
     
  8. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Oh, ok. To be honest, I've never played TF2 at all during any December, so this might be why I didn't know about that.
     
  9. Pocket

    aa Pocket func_croc

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    Wouldn't a particle system just end up being a bunch of sprites anyway?
     
  10. EArkham

    aa EArkham Necromancer

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    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.
     
    Last edited: Nov 25, 2015
  11. CyanideNoodles

    CyanideNoodles L2: Junior Member

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    Wait, so I'm not sure what everyone decided that I should do?
     
  12. CyanideNoodles

    CyanideNoodles L2: Junior Member

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  13. MaccyF

    aa MaccyF Notoriously Unreliable

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