Pandoosh Zwoop Posted July 22, 2002 Posted July 22, 2002 Hello I've been editing for some time but I'm fairly new to the Q3 engine. I was curious about something and I'm hoping someone can help me. I know in Q2 based games it's better not to have two objects touch flush if they're made out of regular-old worldspawn brushes. It just generates a lot of extra leafs you don't need and there's some messy division. It's much better to have say, the legs of a table made out of func_wall entities because thsoe don't cause divisions. Does this apply in the Q3 engine as well? I know Q3 can probobly handle more polys than I'm used to or may include in my maps for a while but any optimization that's as unoticeable as that is always good. Also I don't want to get my e_polys higher than they have to be. (we still have e_polys and w_polys to worry about right? Forgive my lack of knowledge) So does it still matter/make any difference. Thanks ahead of time for your responce and thanks for your time, it is appreciated.
idontlikegeorge Posted July 22, 2002 Posted July 22, 2002 yeah but now theres a nifty thing called a "detail brush"! which basically, like an entity wall (func_wall), it does not interfere with the VIS process/cut up sectors/leafs/whatever yeah but like an entity wall, a detail brush cant be used as a wall for the void and ive heard that 7000 polys is low-average; hehe go over 1000 wpolys in HL and you got problems if theres a fight there! so basically, if you could make effecient maps in the older engines, you wont have a problem here, except maybe getting used to all the nifty extra details you can add! yeah im new to q3 engine, latest stint was with HL, and though basic concepts are the same, it feelslike i have to re-learn mapping again
Recommended Posts
Archived
This topic is now archived and is closed to further replies.