greetings...I'm comming from the world of unreal and I got a question...in unreal static meshes generally rendered faster than brushes and took up less memory...so for complex shapes you just created a model since a complex shape with brushes probably gave you holes and looked bad...but anyways is this the same for doom 3?
PointlesS wrote:
greetings...I'm comming from the world of unreal and I got a question...in unreal static meshes generally rendered faster than brushes and took up less memory...so for complex shapes you just created a model since a complex shape with brushes probably gave you holes and looked bad...but anyways is this the same for doom 3?
Not really - Doom 3 uses a different geometry system which does not seem to have the complex mesh/simple brush distinction that exists for Unreal-based games. It's more a question of whether it is easier to create your model in a modelling program or if it can be done quickly in the editor.
thanks...that's good to know
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You'll still want to use static meshes for any sort of complex geometry or decoration (caves, desks/chairs ect..) but most of the levels "hull" and even bigger details should be made out of brushes. Take a look at some of the id levels to see how they used static meshes and brushes.
I wouldn't dream about making a complicated object with patches/brushes...I was just wondering for simple stuff like railing and funky floor/wall patterns
I actuatly made a small outside area with a cliff, big ditch, hills, & a cave (that was hard! Here's some pics:
http://members.localnet.com/~elsysop/ga ... utside.htm ) completly out of meshes. I got ~20fps on a p3-667 I was working on at the time (with no monsters in it).
I did have problems with texture & shadows though. Shadows seemed to have z-fighting issues & textures stretched in paces.
I just recently found out that if you select brushes you can export them as .obj models & then use a free model program (wings 3d, blender, etc) to import it, do detail work unwrap for a texture & export as a .lwo file. I made a missle completly in the Doom 3 editor from a cylinder & then used Wings3d to convert it to a .lwo file to use it doom.
That could be done with terrain meshes (if you don't feel like learning a 3d modeling program)