That was addressed to Doridion, the tileset in the original post has no occluders. In fact it looks like several of the conversions posted here are missing occluders and that is very bad.
Occluders are models that are used for occlusion culling. If something is completely obstructed by an occluder, it won't be rendered, saving CPU and GPU power. This is very important for tilesets like the dungeon and castle that have a lot of opaque walls, since at any given point, most of the level will be obstructed. The tileset presented in this thread appears to have no occluders whatsoever which results in extremely poor performance - worse than most outdoor areas!
Occluders should have very low triangle counts and should cover as much of the model as possible (but not be larger than it). For example, the occluders for dungeon walls and floors are just squares. In the case of the tileset presented in this thread, the dungeon and temple LoG1 tilesets, and Phitt's mine tileset, using the occluders for the dungeon walls, ceilings, and floors should be fine. For walls, add this component:
Code: Select all
{
class = "Occluder",
model = "assets/models/env/dungeon_wall_01_occluder.fbx",
},
For floors:
Code: Select all
{
class = "Occluder",
model = "assets/models/env/dungeon_floor_01_occluder.fbx",
},
For ceilings:
Code: Select all
{
class = "Occluder",
model = "assets/models/env/catacomb_ceiling_occluder.fbx",
},
In Grimrock 1 I believe occlusion was handled based on the level's wall layout, which was convenient for casual users but very limited (ask Leki). In Grimrock 2 levels don't have static wall layouts and handling occlusion is the responsibility of the modders/modelers. As someone with an aging CPU, I'm a little bitter that so many people are shirking that responsibility
As for the effect of minimalSaveState,
here's an explanation.