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MAPPING: Making curves with patch meshes http://www.dswp.de/old/mapping/mapping-making-curves-with-patch-meshes-t450.html |
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Author: | SteveMcqueen [ 04.09.09 ] |
Post subject: | MAPPING: Making curves with patch meshes |
http://www.doom3world.org/phpbb2/viewtopic.php?t=4556 http://www.doom3world.org/phpbb2/viewtopic.php?t=4572 curved tubes: http://www.doom3world.org/phpbb2/viewtopic.php?t=4808 http://www.doom3world.org/phpbb2/viewtopic.php?t=4868 vasen-bau.... http://www.katsbits.com/htm/tutorials/patch_mesh_curves_1.htm |
Author: | SteveMcqueen [ 06.22.09 ] |
Post subject: | Re: MAPPING: Making curves with patch meshes |
Code: Also, get rid of the patches and use thin brushes with nodraw on all faces except the face with the vine textures- patches are a huge performance hit and should not be used unless absolutely necessary (they draw at run time, instead of being 'baked in' to the bsp at compile time like brushes or models are). nothing else to say--- |
Author: | SteveMcqueen [ 06.23.09 ] |
Post subject: | Re: MAPPING: Making curves with patch meshes |
compiling BSP -meta -patchmeta bakes meshes also into the BSP, but is only good if the textures are okay. else you will have to learn modelling... http://forums.urbanterror.net/index.php/topic,13292.0.html so to say patchmeta turns meshes into brushes so no further calculation of them ingame... no need to model when that is enough. a fixed level of detail gets set for mesh in the BSP process, so there is no need for the ingame calculations. |
Author: | SteveMcqueen [ 07.06.09 ] |
Post subject: | Re: MAPPING: Making curves with patch meshes |
final words from TwentySeven Quote: Patches also cost alot in collision detection.
Use 3dsmax and just model anything organic using it. MUCH better performance. |
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