with the acceptable range of world polies being what it is in source, putting that much work into saving a few polies for this quirk in the engine would be negligible and a waste of time.
Posts by zaphod
-
-
yes, you cannot even compile a texture without it being a power of two. As far as 4 512's vs one 2048 . . . therey would probably be about the same . . . as far as the 256 texture being 4 polies thing, I don't know, I have never noticed or taken a close look at something like that.
-
[Blocked Image: http://marshmonkey.com/grappacore.jpg]
[Blocked Image: http://marshmonkey.com/grappaduffy.jpg]
-
the texture for the outside of the wood pile should be more "loggy" instead of a flat wood tex.
-
-
lets not get into THAT argument again . . .
-
no, valve patented a ground breaking new technology, the tetrahedronmap.
-
-
thats why it looks so good and is so expensive, there is a "cheap" version of the shader that uses a cubemap instead.
-
I just don't understand what possible motive the government could possibly have to trick the world into thinking something else crashed into the pentagon. You know how many people would have to be in on this huge consipracy? All the familes of the people that were on the plane, all the FAA employees that tracked the planes progress, all the people within a visible radius to the pentagon, all the poeple that work in the pentagon . . .
-
the only true reflection there is in the engine is with water, wich doubles the polies in your scene. All the other "shiny" stuff in the game is specularity, not reflections, it's uses pre-compiled low resolution cube-maps, and are not expensive at all.
-
what about a spooky evil/scary/haunted sort of contest?
-
not unless you made seperate models with different colission models, and yes you can make them non-collideable
-
you wouldn't make an entire surface such as terrain out of a model. There are settings you can use to make the collision per-poly but it is very very expensive and there is really no reason to use it except for some very special circumstances.
-
how is quoting snopes not arguing when this entire topic is based off quoting some flash movie.
-
your city is gonna have to be uber simple and low poly to pull off streets that long. Think GTA style simple.
-
how about . .
- a car accident scene with cops and tape
- traffic stopped at a stoplight that never turns green
- onramps that lead to a freeway that you cannot go up
- traffic that is stopped going through a tunnel, but you cant pass all the cars
- big rig truck stuck in traffic crossways across the intersection with lots of honking that never moves
- stopped up traffic at a toll booth
-
Quote from Minotauro
humm I have some questions zappy, dunno if someone already asked this (2 lazy 2 read everything)1) Can models act like entities ? Like having a modelled door, or a rotating one, cuz u dont need to animate it if it is an entity.
2) How does HL2 lighting works ? I think that there are no light patches are there ?
3) Will the models be clipped automatically ?
1) yes, many entities use models. In some cases you make invisible entities made out of world brushes and parent a model to them.
2) like in hl1, lightmaps.
3) you build a very low poly collision model that gets compiled into the model as the collision
-
you guys are nuttier than mel gibson.
also, this just in: There was no moon landing!! OMG.
-
so, let me get this straight, you think they sprinkled airplane pieces on the lawn for that one photo, to make people think a passenger jet had crashed into the pentagon, when actually something else happened?