Is it necessary to ..

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Re: Is it necessary to ..

Postby poisonic on Mon Nov 23, 2009 4:45 pm

i think modeling is the easy part but since the huge diverences between game engines modelling can be a bitch sometimes.. by example the colision... in bf1942 the colisson model was easyer to make :P ids where used to say by example 1 for grass...
in source the id's r used to seperate the colission mesh in to serval parts so the engine knows hey thats a tube and i can walk trough it!
or to have by exampe 2 textures on one model but thats a no no its better to get t separate models then by using 2 models you save some cpu time...
so my conclution it also depends wich game you are modding for.... each game has its own tricks of trade.

also there is a limited worldbrush amount you can use in a map wasnt it aroubd the 300?????
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Re: Is it necessary to ..

Postby Psy on Mon Nov 23, 2009 4:50 pm

300? Err, no. The maximum number of allowed brushes in Source is around the region of 98,000.
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Re: Is it necessary to ..

Postby poisonic on Mon Nov 23, 2009 4:58 pm

wtf :P
i dont think source still loves u with 98000 world brushes how much cut up vis leaves would be produced :P try it out haha i think vis would not like you
the poor engine will suffer i guess without brush based entity's
then we did not talk abouth optimalizing a map like that lol
...
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Re: Is it necessary to ..

Postby Phott on Mon Nov 23, 2009 5:32 pm

poisonic wrote:wtf :P
i dont think source still loves u with 98000 world brushes how much cut up vis leaves would be produced :P try it out haha i think vis would not like you
the poor engine will suffer i guess without brush based entity's
then we did not talk abouth optimalizing a map like that lol
...

Well even with the right way of optimization I don't think it's very good reaching the brush limit.
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Re: Is it necessary to ..

Postby Zipfinator on Mon Nov 23, 2009 5:35 pm

Phott wrote:
poisonic wrote:wtf :P
i dont think source still loves u with 98000 world brushes how much cut up vis leaves would be produced :P try it out haha i think vis would not like you
the poor engine will suffer i guess without brush based entity's
then we did not talk abouth optimalizing a map like that lol
...

Well even with the right way of optimization I don't think it's very good reaching the brush limit.


Yes but it's still allowed. I'm sure a few of the L4D or L4D2 maps reach that limit and they run fine.
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Re: Is it necessary to ..

Postby Psy on Mon Nov 23, 2009 7:12 pm

My current TF2 map is around the 90% mark of total allowed brushes with the first 2 stages fully detailed. This brings me back on-topic as I've had to convert a lot of my (carefully chosen) brushes into models in order to bring the number down.
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Re: Is it necessary to ..

Postby Ggd07 on Wed Nov 25, 2009 8:13 pm

I think I am going to try the "free" mod tool, and learn the basics...
Thanks for taking your time to reply:)

@Psy - wow mate, thanks, I will definitely check udk out!

Is the UDK free?
I mean if you want to make an uncommercial non-profitable mod or game, is it free ?
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