I'm working on a hostel kind of thing with a massive part of it destroyed.
What I've done is clipped the shit out of it, removing a lot of brushwork, then clipped the remaining walls into brick shapes, then randomly deleted "bricks" to make it look destroyed.
It's a nice effect and I'm pretty happy with how it's turned out but I need some tips on optimising the remaining walls when I prop them.
At current, I just copied and pasted them into a new file and compiled them with propper, using a heavily optimised collision model.
However, they have hundreds of faces inside the model which are wasted and will probably create a shit ton of lag.
Say this is my unoptimised, laggy wall:
Should I do a similar method to this one:
Or this one?
Thanks in advance.
Why not make the stacks all one brush, and anything else a big brush.
The inside walls are two bricks thick and the outer walls are 4 bricks thick.
I probably should of said that in OP.
Yes, The second one would be better
[QUOTE=swampie;20872561]Yes, The second one would be better[/QUOTE]
Judging by your thread history, and questions asked, if I was ZOMG, I would not trust your judgment.
Meh, That is how i would do it, It wouldnt make a game breaking diffence
Oh, wow. Before I actually tried them, I made all the faces that weren't showing nodraw.
Before each one took about 20 - 80 seconds to compile. Now they're taking 1 - 4 seconds :buddy:
Lol, nodraw basically isn't there when you compile with propper.
I'm assuming that the spaces are for illustrative purposes only.
If that's the case then why not consider these two methods?
But honestly, I don't think it should matter this much.
Compile however you like, decompile, delete uneeded faces in 3dsmax/xsi, recompile.
Sorry, you need to Log In to post a reply to this thread.