Polygon count etc Created 21 years ago2003-03-31 19:59:28 UTC by SpaceCoyote SpaceCoyote

Created 21 years ago2003-03-31 19:59:28 UTC by SpaceCoyote SpaceCoyote

Posted 21 years ago2003-03-31 19:59:28 UTC Post #851
Hey I was just wondering 2 things about map efficiency.

First say I want to make an irregular hole in a wall, is it better to make one polygon with many points to model the edge or to make every point its own cube? Does it make a difference? Maybe VIS works that stuff out anyway?

Second about light entities, I know they make the map slower the more you use (obviously) so is it easier on the engine to use texture lights or are they just as bad?
Posted 21 years ago2003-04-01 16:13:22 UTC Post #852
Ok thanks for the info so far, I expected lighting to decrease speed if only because the models of the player and monsters are always dynamically lit (well as far as I can tell) but I guess I was wrong. So it could be texture lights are even heavier on the engine than normal light ents.

Coming back to the hole in the wall, so it would be more efficient for making the edge to have a single brush with more points to do something like this:
_
/
_/_/ ___
| |
rather than have multiple cubes like this:
_
/|
_/_/ | ___
| || | | | |
I hope you can make out what I'm trying to explain.
Also is there a way to add more points to a brush after it's been created? Thanks again :)
Posted 21 years ago2003-04-01 18:00:01 UTC Post #853
Thought you were nuts when I saw your drawings. Only realised what was going on when I replied and saw them as a quote :)

As Andy said, non-visible surfaces are ignored, so I don't think the top one would be any more efficient (maybe quicker to compile). BTW, the top one is concave and therefore invalid as one brush anyway.

More lights definately slow down compile, but I don't think they matter in-game. Models... well, they are lit 'more dynamically' than the rest of the map, but whether lighting them is significantly more work for the computer is doubtful. Their lighting will be simplified.

For the hole:
1) Make the hole in a block that it just the right size, then build the rest of the wall around that.
2) Vertex manip. is best
3) You could divide the block into smaller blocks, and then VM the verticies in the middle. Pull them outwards.

So here's a drawing from the front. You'll need to click reply to this message, then click the quote button to see it correctly.
| -------- |

| |__/ __| |

| |_| |_| |

| |____/__| |
The VM tuts here at TWHL might help.

Getting more points can be done by splitting faces. In VM mode, select two vertices or two edges and press Ctrl+F. I think its mensioned in the first VM tut. BUT, doing this is perhaps the easiest way to get invalid solids. Rather just use more blocks.
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