View Full Version : Bloodgulch Model?
Hunter
August 26th, 2009, 09:30 AM
Question 1:
I have looked on halomaps and here, but I cannot find it. Basically I was wondering if there was a release of the bloodgulch bsp, in either max format or .3ds/.obj...
Or could anyone tell me how to do it my self?
Question 2:
Here is another question I have been wanting to ask for a while now. Is it possible to model a map, but give it a different collision geomtry? So it can have a lower poly collision, geomtry.
I am guessing it is, I just want to clarify.
Ganon
August 26th, 2009, 09:40 AM
http://hce.halomaps.org/index.cfm?fid=1014
5 second halomaps search
Hunter
August 26th, 2009, 09:41 AM
What did you type in? Lol. Because I couldn't find it.
And cheers :)
neuro
August 26th, 2009, 09:41 AM
1
use the search function
(firedragon's map extractor)
2
no, also, why would you?
it's per-poly collision.
you can make your entire map render only, and have a seperate map out of player collision, but that's absolutely retarded, since you'd have no bulletholes and such on anything. in any case, it's stupid to even bother with this, and even if you were to do it, it'd only end up buggy.
Ganon
August 26th, 2009, 09:41 AM
What did you type in? Lol. Because I couldn't find it.
And cheers :)
blood gulch model
Hunter
August 26th, 2009, 09:43 AM
1
use the search function
(firedragon's map extractor)
2
no, also, why would you?
it's per-poly collision.
you can make your entire map render only, and have a seperate map out of player collision, but that's absolutely retarded, since you'd have no bulletholes and such on anything. in any case, it's stupid to even bother with this, and even if you were to do it, it'd only end up buggy.
2, wouldn't having a lower poly collision model reduce the lag a bit?
neuro
August 26th, 2009, 09:47 AM
2, wouldn't having a lower poly collision model reduce the lag a bit?
if by reduce lag, you mean make you put in needless effort, making shit buggy, and ending up being a total waste of time, yes, it would reduce lag.
SonicXtreme
August 26th, 2009, 10:19 AM
meh , posted about the wrong thing :/ my bad
Rob Oplawar
August 26th, 2009, 03:38 PM
you can make your entire map render only, and have a seperate map out of player collision, but that's absolutely retarded, since you'd have no bulletholes and such on anything. in any case, it's stupid to even bother with this, and even if you were to do it, it'd only end up buggy.
It's actually something I've considered with BCE. Collision geometry takes up a lot more space (also pathfinding space) than render geometry, by their natures. If you made the visible geometry all render only, you could make something much higher poly, visually, but like neuro said, you'd have no bullet holes and you'd be prone to accidentally putting in errors.
That said, I think it's best to strike a balance between render-only and collision geometry. What I did in BCE is to make the majority of the large flat surfaces have collision, but stuff in the background and small details like wires and pipes are render-only. There's no real formula for it, though; you'll have to just play around with it.
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