hi all, long time no post and didnt made anything in rad since half year or more, but im now starting my map.
my question is, when a model is such that it is unlikely that anybody wolud want it ever to move, should i still make it in blender (changed to it from max9 but cant use it yet have to learn) or i can make it in rad from brushes.
my intention is to allow anybody to later use that elements in their map which i created with a lots of work.
but 2 question is there. 1, performance-wise, if i use a lots (or very lots) of models, will it have an effect on performance;
and 2, will other mappers be able to use easily a brushwork prefab. is it uncommon to release brushworks as prefabs instead of blender stuff.
i know gamemodel and model, one of them is baked into map as it was a brush and other is loading at map load.
so i guess the baked one has no performance difference from radiant brush (assuming triangles are similar) ingame, only at compiling maybe but on that i dont give a shit. (i mean compile time).
what is the situation with the nonbaked one? it may load slower or faster if i have a lots of them, that still doesnt really matter, but when players are ingame? what if i use huge quantities of them and i make a very detailed environment? brush, baked model, or non baked model? (i mean baked = pushed into bsp at compile)
I don’t really know, you should ask RayBan, he seems to know everything about that lol.
I recall a map he was making/is making that was done entirely in blender, so everything (walls, ceiling, ground, etc aswell) was made up out of models. He released a small version of it aswell and it worked very well. It feels like ordinary brushwork but looks much better and more complicated.
that would depend on what kind of detail you think you need for the map your making, if you
get it done with brushwork, then thats fine… and if you think the object your creating needs
more detail, you can do it in the 3d editor of your choice ( and yes, blender is an excellent choice… )
but consider your still going to have to clip it with brush’s, but you can have very nice detail
and rough clip brushes work great.
[QUOTE=aaa3;175039]
my intention is to allow anybody to later use that elements in their map which i created with a lots of work.[/quote]
thats also a good idea, generally i try to hunt down free models if i need one, but if i can’t find
any suitable i will create the object i need, but since a project can take some time i usually
release the model for others to use if they needed one. if you create something you think
other can benifit from, and you toss it out there, then good karma on you!
[QUOTE=aaa3;175039] but 2 question is there. 1, performance-wise, if i use a lots (or very lots) of models, will it have an effect on performance;
and 2, will other mappers be able to use easily a brushwork prefab. is it uncommon to release brushworks as prefabs instead of blender stuff.[/quote]
what i can say to the 1st question ( as i can’t give a definative answer to it ) is if you have a
well designed level where you try to control whats in your pvs as best you can ( of course
there are times when you just have to sacrifice some performance for the look your going for )
and you feel reasonably comfortable with the performance your getting then it should be ok.
using models for more detail does add more tris depending how many are in your pvs, you also
have a larger map size due to them being baked in, plus ( depending on the materials/shaders you
have for the models ) more lightmap usage, but i think game performance depends on largely
on how well you lay it out and create it. im always walking around checking r_speeds and tris
and tweaking portals if its needed.
i have over 1000 misc_models in a map, and the performace is fine everywhere with low
portal usage. it just depends how you lay it out, but it does add up to more bsp/lightmap size.
using misc_gamemodels is fine also, you can have boxes, wall lights and other objects where
a diffuse lighting on them works out well, and in that situation you just need a simple clip
on them, and it helps keep your bsp/lightmap usage low. keeping in mind of course there
is a limit of 256 ( i think ) misc_models you can have.
as for making a model vs. a prefab of brushwork either is fine… i like prefabs, they make things
easier.