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Posted (edited)

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 :P 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.

Edited by El_Exodus
Posted (edited)

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). 

Edited by spence
Posted (edited)

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.

Edited by SotaPoika
Posted

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.

Posted

 

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.

 

 

3Dnj is right.

Posted

 

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.

 

 

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

Posted (edited)

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

shared UV space doesn't work in csgo either

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

Edited by spence
Posted

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

 

shared UV space doesn't work in csgo either

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.

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