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Source engine, use models as buildings.

  • clankill3r
  • February 3, 2015 at 11:01 PM
  • clankill3r
    • February 3, 2015 at 11:01 PM
    • #1

    Is the source engine capable to use models as buildings where the buildings are walkable?

    And if so, how does this affect performance?

    And if it is posssible, are there any examples out there?

  • El_Exodus
    • February 3, 2015 at 11:20 PM
    • #2

    Afaik, Lajron uses models as buildings his de_havana. I think the modeled ones are not enterable tho. But i think there is a modeled building on de_crown in the connecting path which is enterable, but FMP should probably explain that himself I'm not sure on that one.


    For the performance you could set a rendering distance(if possible because of the line of sight).But optimization is kinda bad to do with using models instead of brushes.

  • spence
    • February 4, 2015 at 12:15 AM
    • #3

    It's possible, sure, but it's difficult to get anything that looks very nice because of the way models are lit in Source (except for TF2 after a very recent update, models don't accept lightmaps like brush geometry does). Getting reasonable-looking results typically means that you end up needing more edges (= more verts) in your models which means they become more performance intensive (and there are often still lighting issues, especially when transitioning from bright outdoors to dimly lit indoor areas, like in the case of buildings you can enter). This, in addition to visibility and optimization purposes, is why you usually see a 'base' structure built with brushes and then details added with unique models - the Monastery map is an example of this as many of the interior areas consist of unique models which conform to the brushwork 'frame'.

    But technically it works as you might expect; you can model large structures and give them a collision model and this would function just fine (although if I remember right, collision meshes are relatively expensive as well, so you'd probably be better off creating 'collision' out of invisible brushes for big structural models).

  • ShockaPop
    • February 4, 2015 at 4:47 AM
    • #4

    Also, if prop's origin is in different and in a not-visible vis-leaf to where you are (even if geometry of the building sticks out and is visible), then the prop is not drawn.

  • clankill3r
    • February 4, 2015 at 8:34 AM
    • #5

    Ok enough

    Let's see what source2 has to offer. I'm not in a hurry anyway.

    I prefer source over cry engine since so many pc's are able to run it.

  • ElectroSheep
    • February 4, 2015 at 9:05 AM
    • #6
    Quote from SotaPoika

    Also, if prop's origin is in different and in a not-visible vis-leaf to where you are (even if geometry of the building sticks out and is visible), then the prop is not drawn.


    I don't think it's true, if the bounding box of the props is in a leaf, then it's draw.

  • Squad
    • February 4, 2015 at 11:20 AM
    • #7
    Quote from 3Dnj

    I don't think it's true, if the bounding box of the props is in a leaf, then it's draw.


    3Dnj is right.

  • ShockaPop
    • February 4, 2015 at 8:36 PM
    • #8
    Quote from 3Dnj

    I don't think it's true, if the bounding box of the props is in a leaf, then it's draw.


    Then I mixed it up with something else. Sorry for wrong info!

  • clankill3r
    • February 5, 2015 at 11:03 PM
    • #9

    spence

    Where can I see about the tf2 thing? Like was there a news post regarding that?

  • spence
    • February 9, 2015 at 5:15 PM
    • #10

    check this out: http://forums.tf2maps.net/showthread.php?t=23288

  • JeanPaul
    • February 9, 2015 at 6:21 PM
    • #11

    Also keep in mind if the prop uses shared UV space or whatever its called, the new TF2 lightmapped stuff doesnt work.

  • tomm
    • February 9, 2015 at 6:29 PM
    • #12

    shared UV space doesn't work in csgo either

  • spence
    • February 9, 2015 at 7:22 PM
    • #13

    Yea good call JP, it has to have unique UV space.

    Quote from tomm

    shared UV space doesn't work in csgo either

    It doesn't? Does this just cause lighting problems or?

  • tomm
    • February 9, 2015 at 8:39 PM
    • #14
    Quote from spence

    Yea good call JP, it has to have unique UV space.


    It doesn't? Does this just cause lighting problems or?


    ok nvm, did a quick test and it seems to work.. strange.. last time I had overlapping UVs the texture didn't show up, it acted as if it was missing UVs.

  • spence
    • February 10, 2015 at 1:22 PM
    • #15

    Problem with the export/mesh perhaps? UVs on a different channel?

  • clankill3r
    • February 10, 2015 at 2:09 PM
    • #16

    Thanks spence for the tf2 threat.

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