Look at the briges in the middle, you can see the collision he put on it.
Depth complexity in Blast Bark
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Depth complexity in Blast Bark
It seems that the static meshes were giving the creator a problem. He did a quick fix on them, and gave them very complex colision. If I look through the whole map, red being very dense, and green being not bad and yellow being not dense, I see alllot of red. There should not be any red at all. This is why it is causeing lag. I can fix this, but it may take time. Some of the Terrain is also showing red. 
Look at the briges in the middle, you can see the collision he put on it.
Look at the briges in the middle, you can see the collision he put on it.
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That is what I was thinking. I removed it, and of coarse the vehicle karma goes right through. Also the terrain is too dense in areas, and nowhere to put blocking volums to limit the editor from "seeing" all of the S. Meshes on the other side of the level. So it has to draw everything even though noone can see it yet.
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I am still working on this, and hope to get the bridges done in the next few days. I will also add a few blocking volumes to prevent the editor to "see/draw" objects on the other side. This would also make our computers run a bit faster. I am also working on my level, in between, and a few other things. Bear with me guys, I am getting there. I miss Tranq and Kobra. 
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i took a look at the map aswell and i think that the best solution is to open the SM in maya or blender and add with those programs some collisions.
the SM seems to block normal player karma easily but it fails to block the vehicle karma.
i have never got the time to get used to those programs but im sure that its possible ^^
and while you at it frank, you could also delet the huge leaf SM in the backgrounds which are not really necessary and the terrain needs some fixes in
many parts of the map (floating weapon pickup)
maybe some zone portals would also do well...
i will check forum every now and then to see your work.
good luck ^^
the SM seems to block normal player karma easily but it fails to block the vehicle karma.
i have never got the time to get used to those programs but im sure that its possible ^^
and while you at it frank, you could also delet the huge leaf SM in the backgrounds which are not really necessary and the terrain needs some fixes in
many parts of the map (floating weapon pickup)
maybe some zone portals would also do well...
i will check forum every now and then to see your work.
good luck ^^
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I was also thinking of useing maya to do it, but have been out of the program so long, I doubt it would get it done in the next 2 years.
It is now a toss-up of either making the mesh bridges into brushes, or to add blocking volumes. I did both, but have not had the time to
look and see what the draw backs are. Both seem to take the red out. The whole map is made of Static meshes, which I do not aggree on,
because of what Kobra said. There is too much there, that does not get used. I do not think I can cut these off, without remakeing them. I will see what I can do.
Those other problems will also be fixed.
It is now a toss-up of either making the mesh bridges into brushes, or to add blocking volumes. I did both, but have not had the time to
look and see what the draw backs are. Both seem to take the red out. The whole map is made of Static meshes, which I do not aggree on,
because of what Kobra said. There is too much there, that does not get used. I do not think I can cut these off, without remakeing them. I will see what I can do.
Those other problems will also be fixed.
I'm the mapper, he's the DJ
Fresh Prince: Will Smith
Fresh Prince: Will Smith
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Took it out of the list for now
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