clankill3r Posted February 3, 2015 Report Posted February 3, 2015 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? Quote
El_Exodus Posted February 3, 2015 Report Posted February 3, 2015 (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 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 February 3, 2015 by El_Exodus Quote
spence Posted February 4, 2015 Report Posted February 4, 2015 (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 February 4, 2015 by spence Vaya and tomm 2 Quote
ShockaPop Posted February 4, 2015 Report Posted February 4, 2015 (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 February 4, 2015 by SotaPoika Quote
clankill3r Posted February 4, 2015 Author Report Posted February 4, 2015 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. Quote
ElectroSheep Posted February 4, 2015 Report Posted February 4, 2015 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. spence 1 Quote
Squad Posted February 4, 2015 Report Posted February 4, 2015 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. Quote
ShockaPop Posted February 4, 2015 Report Posted February 4, 2015 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! Quote
clankill3r Posted February 5, 2015 Author Report Posted February 5, 2015 @spence Where can I see about the tf2 thing? Like was there a news post regarding that? Quote
spence Posted February 9, 2015 Report Posted February 9, 2015 check this out: http://forums.tf2maps.net/showthread.php?t=23288 Quote
JeanPaul Posted February 9, 2015 Report Posted February 9, 2015 Also keep in mind if the prop uses shared UV space or whatever its called, the new TF2 lightmapped stuff doesnt work. spence and tomm 2 Quote
tomm Posted February 9, 2015 Report Posted February 9, 2015 shared UV space doesn't work in csgo either Quote
spence Posted February 9, 2015 Report Posted February 9, 2015 (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 February 9, 2015 by spence Quote
tomm Posted February 9, 2015 Report Posted February 9, 2015 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. Quote
spence Posted February 10, 2015 Report Posted February 10, 2015 Problem with the export/mesh perhaps? UVs on a different channel? Quote
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