“Building” Custom Maps

Whenever the Blender file needs to be converted to a Pogostuck Custom Map it will be “built”. Building the Map includes writing all the objects to a shared WMB-file, exporting model files, generating collisions, and moving/converting image files.

Only objects in a collection called ‘CustomMap’ will be built.

The builder will only build into folders if there is a file named ‘.pogo_blend’ present in the folder for the map. When the map is made for the first time, this file will automatically be created. This is in order to not accidentally delete or overwrite any unintenional files.

Danger

When building a map, any file that is not used in the map but is in the map folder will automatically be deleted. Do NOT store project files in the map folder. If you DO want to store a file in the map folder that is not generated by the add-on, use Static Files. Any files that start with an underscore, will not be deleted either.

Performance

The building process does a lot of things, so performance is noticeable and will vary between systems. Blender uses all your CPU cores when building the Map, so your GPU should not be a factor.

Models and colliders can take some time to export, however after the first time they are exported, they will be saved and only re-exported when neccessary.

Models and auto-colliders have the biggest impact on performance, so if building is taking too long, consider lowering your meshes vertex/triangle count and manually creating colliders.

Tip

If you are experiencing slowdowns because of very large meshes, that you don’t want/can minimize, you could manualy generate the collision and .mdl files, and then use the filename override. But hopefully this shouldn’t be necessary.

Note

Currently the performance might be too bad to realistically work on insanely huge or detailed Maps, especially on low-end systems. But, it does work well enough on regular sized Maps.