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Re: Map-Compiler Light Calculation Bug
[Re: alibaba]
#348220
11/24/10 07:26
11/24/10 07:26
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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There are some rules of using detail block: Detail blocks don't affect the BSP tree, as normal blocks do. They can be used for small details in the level, like small pillars, ornaments, rounded arcs or other elements which would otherwise increase the portal count and building time. Because Detail Blocks do not suppress the rendering of the scene behind them, they should not be used for objects that hide much of the level - otherwise they will reduce the frame rate. Do not try using Detail Blocks as level boundaries, and don't let them touch or intersect other blocks. They are ignored by the collision detection.
Oh, and detail block must never intersect any other block, I forgot where did I read that. Why dont you just use models for that anyway? Detail blocks quite complicated IMHO
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Re: Map-Compiler Light Calculation Bug
[Re: bart_the_13th]
#348223
11/24/10 08:18
11/24/10 08:18
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chris_oat
Unregistered
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chris_oat
Unregistered
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Oh, and detail block must never intersect any other block, I forgot where did I read that. Haha, probably in your own Quote: There are some rules of using detail block: Detail blocks don't affect the BSP tree, as normal blocks do. They can be used for small details in the level, like small pillars, ornaments, rounded arcs or other elements which would otherwise increase the portal count and building time. Because Detail Blocks do not suppress the rendering of the scene behind them, they should not be used for objects that hide much of the level - otherwise they will reduce the frame rate. Do not try using Detail Blocks as level boundaries, and don't let them touch or intersect other blocks. They are ignored by the collision detection.
One hint i can give you out of experiance. Do not use alot Detail Blocks. I used them myself, alot, and it really slows down the game if used wrong. Better do the "Details" straight with Models.
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