well, my map isn't really too huge yet, it's just that i have loaded each part as an object, such as the wood framing for a wall (which seems silly, but because it is protuding outwards, and joining it creates an issue with the textures, because is sometimes adds more vertex's from what it seems, thus changing the appearance)
I tried adding a box on the interior of one building, so that when i use object collision it will hide all material which will not be seen at all, but it doesn't trigger properly, and may not trigger at all...
And since windows are breakable, you will be able to break it and jump outside onto a roof of an opposing building... so, i'm stumped.... it seems either way somethings gotta go...
Sad thing is i haven't even been able to start making too much of the landscape yet, just 3 buildings and a plain... lol...
Thanx though ruccus, i'm going to have to experiement around a bit, maybe i set the collision boxes wrong, or wrong objects hidden...
Ok, this is kinda what i have, very basic, but I have 2 boxes hidden, but for some odd reason none of this wants to really work out... Just so you know ahead, they go from 10 to 49, and so forth, not just one, i just shortened it for easier reading, and this is in a function, which is called every loop
REM 10 to 49 is indoor #1 hidden
REM 50 to 60 is indoor #2 hidden
REM 88 is collision box for Indoor Training Area
REM 89 is collision box for Main Living Quarters
Indoors1 = Object Collision(2,88)
Indoors2 = Object Collision(2,89)
If Indoors1 = 1 then Hide Object 10 (etc to 49) : else Indoors1 = 0
If Indoors2 = 1 then Hide Object 50 (etc to 60) : else Indoors2 = 0
If Indoors1 = 0 and Indoors2 = 0 then Hide Object 10 : Hide Object 11 (all the way to 60)
Just out of curriousity.... would having so many small fine detailed objects on the screen which all have collision detection on them be the result of decreased FPS, and should i create a hidden collision box for each building instead so it only detects for collision on that box, instead of so many objects? or is it mostly because of visible polys? and what would be a decent amount of visible polys on the screen anyways? I don't know exactly how to know howmany polys are visible though... sorry for it being so long now hehe... thanks a TONNE
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