Let me discribe what I'm trying to do, and how I'm doing it, as most of the time someone on here sees the problem when I do it this way:
Zephyr Cove is a LARGE age. Doesn't matter how many times I make sure that each mesh is as low as I can get it's poly count without sacrificing the realism to where it starts looking like crap, the fact is, I keep adding to it because the Age is not done.
Gahreesen is a big Age, and of course not only did they (Cyan) put things on seperate prp's, they also made things not rendered until they are needed. I understand this, as I used to use visregions in all the Game Editors for FPS's. With them it was quite easy as you just had to make a "wall" and split the map up into different "zones" but you didn't have to script it or anything like that. However, what it did was basically the same: don't rendered until needed. This enhanced game performance quite a bit, and made very large maps possible without crashing people's games.
Now, with Zephyr it's a bit harder as I have that HUGE beach line, but I can still do something as I have the tunnels and cavern that you don't see while on the beach, and vice versa for when you're in the tunnels, etc, etc.
So after reading that original thread, and what was said in the waveset thread, here is what I've tried:
note: this was just for the wavesets that were in the cavern, not all the objects in the caver....too much work until I know it works.
I create a cubic softvolume and give it a name, like: cavernvisreg, and I edit and scale it to go around my huge ocean. recenter it, and use cntrl-A to apply scale and rotation. I then attach to it in the ALCscript the following:
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oceanwaveset:
visual:
visregions:
- "!(cavernvisreg)"
now, the spawn point is outside the region. The way I understood it, is that while outside this visregion, based upon how that coding is ( the ! ), the waveset will be drawn, but will then disappear upon the avie entering the region.
Exports fine, but upon link in, the waveset is gone, and stays gone.
Okay, try the inverse of that:
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oceanwaveset:
visual:
visregions:
- "(cavernvisreg)"
with the ! Gone. Exports fine. I link in, and the waveset is back.....and stays. It never goes away even upon entering the region.
It's acting like the softvolume itself that is the visregion will not act as the trigger. Do I have to put in another region that acts as the trigger?