


(Keeping in mind I of course have higher resolution textures and highpoly models to fall back onto if I lower resolution too far.) I hate the concept "polycounts are expendable", and out of sheer frustration from endless awfully optimized PC games I condition myself to get by with the bare minimum, and only then if there is performance to spare begin adding more polys etc. The main reason I started with an anticipated polycount of <1k is because I wasn't treating it as a showcase asset, but an unimportant prop amidst other props.Ī bit unrealistic since I don't actually have any use for this specific prop, but it's just meant to be practice. The entitie guide I linked to is a lil bit outdated but banan, a community member is working on a far better and more uptodate entitie guide about EVERYTHING. There are sure easier ways to do that but this is how I would do it.

So basicly you trigger the trigger_entity_iterator with 0.05 sec speed between runs, 255 runs, target - > trigger_changelavue with the amount of sub 1 renderamt.Īnd the same setup for adding it back up to 255 just with add 1 Oh you can do that with a alot of different entities in svencoopĪ complex way to do that would be a trigger_entity_iterator We will continue on adding tutorials about angelscript when the game is out and later maybe via steamguides/-workshop If you know a bit of coding it is not this hard to get into angelscript. We have also example maps for the use of angelscript. Actually angelscript will get a lot of documentation, solokiller started allready writing some background info tutorials and is writing now some for actual gameediting in svencoop.
