Currently for the Mapinfo -> map definition, there are: PrecacheSounds, PrecacheTextures, PrecacheClasses.
I'd like to ask for a PrecacheModels. Currently the only way to do this is to spawn everything on map load in front of the player(or within "sight", they can be behind an intangible texture). If you delete them too fast,they dont fully cache if it's a slower pc. PrecacheClasses does nothing for model loading.
Thanks!
Precache models
Moderator: GZDoom Developers
Re: Precache models
This would be nice to have. It's one of the few things that can have a noticeable "hit" in performance on my system.
e.g. I was working on a map where the player eventually comes upon a railway carriage. The model was simple-ish but the skin was (necessarily) 1024x1024 and that was enough to have the game stall momentarily as the carriage was coming into view. Like skorndemon, I solved it by hiding a copy of the model near the player start spot.
e.g. I was working on a map where the player eventually comes upon a railway carriage. The model was simple-ish but the skin was (necessarily) 1024x1024 and that was enough to have the game stall momentarily as the carriage was coming into view. Like skorndemon, I solved it by hiding a copy of the model near the player start spot.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Precache models
The skin is a texture, you should have been able to precache that separately.
Re: Precache models
Even when it's not in the textures folder? I did not know that. Thanks. 
