"So, does anybody know about an mesheditor which can import b3d files ? How do you decrease tris from maplet files ?"
It should be possible for one to code a function which can automatically split a mesh into several meshes using a 3D grid to define the dividing regions... This would be a simple way to reduce the polygon count, at the cost of addiitonal surfaces in the scene. It would also allow one to assume that at a certain distance a particular section of the level would no longer be visible, and then cull it manually, providing and even greater speedup. And the nice thing is it's simple to implement, and doesn't require the level designer to put down special constructs to aid in the oclusion. Of course much more complicated technuqes may provide greater performance enhancements.
If you can't code it yourself, I'd probably code it for you if you paid me to. But I could make no guarantees aobut excalty how much it would speed up a particular level. That depends on how far you can see, how detailed it is, how much is obscured at any one time, etc. I can only make a guess based on my own experience with rendering in Blitz. And my intution tells me an indoor FPS level, with a short view distance would probably benefit greatly from such a technique.
It should be possible for one to code a function which can automatically split a mesh into several meshes using a 3D grid to define the dividing regions... This would be a simple way to reduce the polygon count, at the cost of addiitonal surfaces in the scene. It would also allow one to assume that at a certain distance a particular section of the level would no longer be visible, and then cull it manually, providing and even greater speedup. And the nice thing is it's simple to implement, and doesn't require the level designer to put down special constructs to aid in the oclusion. Of course much more complicated technuqes may provide greater performance enhancements.
If you can't code it yourself, I'd probably code it for you if you paid me to. But I could make no guarantees aobut excalty how much it would speed up a particular level. That depends on how far you can see, how detailed it is, how much is obscured at any one time, etc. I can only make a guess based on my own experience with rendering in Blitz. And my intution tells me an indoor FPS level, with a short view distance would probably benefit greatly from such a technique.