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HL2 Map Design Question: Brush or Mesh?


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Posted

3) you build a very low poly collision model that gets compiled into the model as the collision

I'd heard this before. You mention that the collision models should be low poly? Are there situations where that's not true? For example... if you were to create a "terrain" (in quotes because it could be anything the player might need to scale or climb on... could be a vehicle, or anything really concievably) model... wouldn't you want to match it pretty closely so the player were not to float over it or clip into it/slide off of it? Man I wish they'd just release the SDK so I can just read about all this stuff. :P Poor Zaphod is turning to the Source modding anwsering service. hehe...

-Dranore

Posted

It's a hit box.

Nobody should have any trouble at all making a low poly version accurate enough so the player doesn't go through parts of it or thinks that something is amiss.

Posted

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.

Posted

Another *somewhat* related question for Sourcemasta Zaphod. How expensive are reflective surfaces? For example... If I wanted an uber shiny room, with shiny floors and shiny wooden desks and metal columns... how much does that effect performance? I'm speaking about true reflections that reflect models and all. Does the level of reflectivity effect performance or it is anything above 0 uses the same ammount of power?

-Dranore

Posted

I'm guessing that if you're mirroring a level (through some fancy shader and whatnot), you would literally double your wpoly/epoly, since you have to draw the same stuff onscreen twice.

Posted

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.

Posted

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.

Wait... so the reflection in hl2 water doubles the polies?!!!? I thought it was render to texture. Ho boy~


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