Is it OK to make custom meshes to use on the porting process of the maps to 1.9.9? #1123
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Something i was wondering... |
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Replies: 6 comments
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Why would you make a model to replace something if you could just make the contents in the engine with cubes? Is it a placement thing? We've had prefabs for a long time so you can prototype this stuff outside a map perfectly fine. I don't understand the question. |
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Im a 3d artist that just wants to start using meshes for making levels, like on other engines (make things first with BSP/octatree, then replace with static meshes), since we have the tools to do that now (proper collision, rendering etc), so that's why im gonna start using way more models for that purpose. |
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If it works and the engine gives enough fps why not? |
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The question is not whether you can but whether you should. There are actually multiple things to consider here:
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Yeah, i know about the possible issues. |
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Reasons us mappers would want to use mmodels rather than geometry:
I'm not saying these problems necessarily justify the use of mapmodels as standard geometry, or even as a common feature in maps, but I do want to point out that there are valid reasons to use mapmodels instead of trying to work around the Cube engine's issues with certain pieces of geometry. Working solely within the constraints of the octree system can be very frustrating at times, and if we are to put more focus on improving the aesthetics of the game, cube geometry alone will not be adequate. |
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The question is not whether you can but whether you should. There are actually multiple things to consider here: