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WMO causing lag

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Tidus:
Has anyone else ran into an issue where you're doing some Noggit work and finish doing your terrain and texture edits.  The new ADTs load just fine in-game.  You go back to Noggit to add and position a (rather large) WMO.  When you load the new ADTs in-game with the wmo, it lags you A LOT.

Anyone have an idea what that might be?  I hope it's an easy fix.  :?

PhilipTNG:

--- Quote from: "Tidus" ---Has anyone else ran into an issue where you're doing some Noggit work and finish doing your terrain and texture edits.  The new ADTs load just fine in-game.  You go back to Noggit to add and position a (rather large) WMO.  When you load the new ADTs in-game with the wmo, it lags you A LOT.

Anyone have an idea what that might be?  I hope it's an easy fix.  :?
--- End quote ---

It could just be the Large WMO, it may have too many polygons combined with the total count that's already onscreen, each adt is made up of exactly 65535 polygons already, then you have doodads im sure, and other wmo's, including this huge one you see in front of you, then other adt's and their attributes load up as well. etc etc.  you might just be overloading your computer.

Tidus:
That seems to be it.  When I spawn the wmo as an object in-game elsewhere, it doesn't lag.  Soon as I spawn it where I've made a place for it in Noggit, it lags.  Now to figure out a way around this...

Edit: Also noticed my viewdistance was on high.  When I put it on low, the lag didn't come.

Romzarah:
I am having the same problem.. In Noggit it turns real slow and jerky, after I make the patch, in game it lags so bad sometimes you can't even move.. I started my project over and did not add wmos that seemed to be the worst from my old project, and it helped some..
Reading this thread I tried deleting some trees that was on the map to start with, but half the time noggit crashes on save..
The map I am trying to edit is Hyjal, the empty one.. If you go to Nadrasel, you will see lots of building and stuff everywhere. Right now I only have 4 objects in the map I'm working on, and it lags to the point of being unplayable. None of the buildings have their dodad sets added yet.

Found that it was a wmo that was on the map that bliz put there that was making it lag.. I deleted it and all the crash and lag problem are gone.. But I had to start new edit and trash all I did for the last few days... So now you know, if you start lagging in noggit, you may have a wmo that was on the map to start with that is the problem.

Tidus:
So I have a new variation of this that I'm hoping someone can help with.  I made a city and it loads fine for me in-game (using a 3 year old bottom of the barrel laptop) on both high and low view distance.  It works fine for another tester that has a relatively new PC too.  But there's another tester with a computer that runs BF3 on ultra fine that gets lagged at a certain spot.  However, that spot (on low visibility) is further outside the city where there'd be a lot less polygons.  In the central part of the city there's no lag.

Any ideas what it could be?  Some issue with a model/wmo referenced on the ADT maybe?

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