You can use clip entities, which support 45° rotation and tilting since v1.3. It is a little clumsy to set it up correctly, but it has everything you'd need:
For this particular instance (see screenshot) the command would be /newent clip 0 4 10 9 0 0 3, the last digit is the rotation. However, on this scale it would be a pain in the neck to set all those clips up manually.
I have some faint memory of someone explaining that clip collision is way more costly than geometry collision. Therefore I imagine using geometry to 'block out' the map might indeed be more efficient.
As far as I can tell, any surface does stop bullets. I tried it with this map and when I shot with the sniper rifle into the edge of a container I could not see the bullet trail go through, so I guess this already works as expected.
Anyhow, I don't quite understand what exactly you have done here. It seems all those technicalities you mentioned are only relevant to the editor you used for creating the model, or did you actually change AC's rendering pipeline and recompiled a modified client?
I'm asking because I managed to reproduce this in the vanilla v1.3.0.2 client with basically the same performance, simply using your map and the model, which btw., you should have put in a separate folder rather than overwriting one of the most used default models. In any case, there's absolutely no need to ship the entire game folder even if you modified the binary.
However, this all still does not work because lighting is completely f*cked up. Ever tried to place a light entity in there? Even worse, with dynamic shadows ('stencil') enabled, when the camera is fully 'within a shadow' the shadows suddenly flip, that is, the light areas become the dark areas and vice versa.
Besides that, 4K resolution is too much, even if this wasn't AC we were talking about. That one 'map', which is basically simple 8-vertices boxes with 5 different skins for containers, 1 texture for a crate and 1 floor texture takes up 30+ MB. That's almost half the size of the actual AC download. As much as you care about performance you should also care about data size optimization. I guess you could chop the texture sizes in half, maybe even smaller than that and it wouldn't look all that different ingame.
Finally, and I guess I have said this in the past already. This entire approach of building a map completely in some CAD editor and load it into AC as one mapmodel is not feasible.
I don't mean to be harsh or something, but you should take a step back and think about what you are actually trying to achieve here. I guess most of what you have in mind is already possible with the engine (we have high res texture support for geometry now), it only takes new high quality assets and some advanced mapping skills to get there.
For this particular instance (see screenshot) the command would be /newent clip 0 4 10 9 0 0 3, the last digit is the rotation. However, on this scale it would be a pain in the neck to set all those clips up manually.
I have some faint memory of someone explaining that clip collision is way more costly than geometry collision. Therefore I imagine using geometry to 'block out' the map might indeed be more efficient.
As far as I can tell, any surface does stop bullets. I tried it with this map and when I shot with the sniper rifle into the edge of a container I could not see the bullet trail go through, so I guess this already works as expected.
Anyhow, I don't quite understand what exactly you have done here. It seems all those technicalities you mentioned are only relevant to the editor you used for creating the model, or did you actually change AC's rendering pipeline and recompiled a modified client?
I'm asking because I managed to reproduce this in the vanilla v1.3.0.2 client with basically the same performance, simply using your map and the model, which btw., you should have put in a separate folder rather than overwriting one of the most used default models. In any case, there's absolutely no need to ship the entire game folder even if you modified the binary.
However, this all still does not work because lighting is completely f*cked up. Ever tried to place a light entity in there? Even worse, with dynamic shadows ('stencil') enabled, when the camera is fully 'within a shadow' the shadows suddenly flip, that is, the light areas become the dark areas and vice versa.
Besides that, 4K resolution is too much, even if this wasn't AC we were talking about. That one 'map', which is basically simple 8-vertices boxes with 5 different skins for containers, 1 texture for a crate and 1 floor texture takes up 30+ MB. That's almost half the size of the actual AC download. As much as you care about performance you should also care about data size optimization. I guess you could chop the texture sizes in half, maybe even smaller than that and it wouldn't look all that different ingame.
Finally, and I guess I have said this in the past already. This entire approach of building a map completely in some CAD editor and load it into AC as one mapmodel is not feasible.
I don't mean to be harsh or something, but you should take a step back and think about what you are actually trying to achieve here. I guess most of what you have in mind is already possible with the engine (we have high res texture support for geometry now), it only takes new high quality assets and some advanced mapping skills to get there.