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Re: Wed scaling. - feature request.
[Re: ulillillia]
#77533
06/14/06 10:45
06/14/06 10:45
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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Quote:
I am asking for this feature because I want to build level in parts and is specially useful with rocks.
1) use the same model. 2) save space 3) save time 4) save load time 5) having different skins gives more power. 6) collision detection would be faster if the model involved has less polygons. etc........
Scaling, rotating in different directions gives the impression that these are different models but saves me a lot of extra work and resources. And again save time because if one is not of proper scale or rotation then I will have to redo touches to the model.
And this has to be a wed feature and will not solve the problem any other way.
Very incorrect. This does not have to be a WED feature at all. Reusing the models will not save on polygons at all. Each face will still be counted and used. Reusing models will save on video memory consumption because of shared memory, though. Therefore, even if you set ALL of this up in your modeling program (i.e. scaling, rotating the models there) you will end up with the exact same results as if you tried to put this together in WED.
For example, if I built a level out of the same wall model by duplicating, moving, scaling and rotating the wall and did this in my modeling app I would end up with the same results as if I had done this in WED. It would make no difference. Therefore, since you are dealing with models, it is BEST to simply do it in the modeling application instead of doing this in WED.
Quote:
1) use the same model.
You can use the same model over and over in your modeling app as well. As stated above, no matter how many times you reuse the model, whether in WED or a modeling app, all polygonal faces will be taken into consideration. However, if 10 models share the same texture/skin then it counts as ONE whether you create the level in your modeling app or in WED. So you are not going to save any video memory or anything by put this all together in WED vs. your modeling app.
Quote:
2) save space
You are not going to save any space. It will be the same. If you are concerned about using parts, then export from your modeling app in parts.
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3) save time
No time will be saved. You would actually save time by doing it all in one app ... your modeling app.
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4) save load time
You are not going to save load time. The polygon count will be the same and the texture memory usage will be the same.
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5) having different skins gives more power.
What prevents you from using a different skin on any model from within the modeling app? You have even more power to create the entire level in your modeling app than parts here and there and assembling in WED.
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6) collision detection would be faster if the model involved has less polygons.
That makes no sense. The model will have has many polygons in WED as it would in your modeling app. Just build wisely in your modeling app and the entire level can (and should be) built there (for levels made from models).
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