Intersecting static props

Intersecting static props

Re: Intersecting static props Posted by CrazyC on Sat Apr 30th 2005 at 9:55pm
CrazyC
65 posts
Posted 2005-04-30 9:55pm
CrazyC
member
65 posts 7 snarkmarks Registered: Sep 27th 2004 Occupation: Unemployed Location: Windsor, Ontario
Well, I am making palm trees for a map, as it will be a tropical
island, and I am making different kinds and such so it isnt so boring.
But, chances are that since there will be a fair amount, and that the
leaves will make a ceiling over some pathways, I was wondering how much
of a hit the gameplay would take with intersecting leaves.

I searched, and it said that static props could be intersected (or
overlapped), but not how much it will affect play. I don't really want
to make trees with like 3 leaves so that they dont intersect (palm
trees, big leaves, you know :razz: ), but I dont want the gameplay to be
unplayable.

Thanks in advance for the help.
Re: Intersecting static props Posted by fishy on Sat Apr 30th 2005 at 10:18pm
fishy
2623 posts
Posted 2005-04-30 10:18pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
as far as rendering goes, the engine can do it better with static props than with anything else,with the possible exeption of sprites, but it will all boil down to how detailed your models are. you could probably get away with more than enough if you make LOD(level of detail) models too. LOD's are lower poly versions of a model, that replace the original higher poly version when you get so far away from it. the distances, and how many LOD's you use are up to you, and are set in the .qc file.

the big problem i've had with trees, is that either hl2 or milkshape sux at stacking transparent textures, a problem that only happened once or twice with hl1 models.
Re: Intersecting static props Posted by CrazyC on Sat Apr 30th 2005 at 10:34pm
CrazyC
65 posts
Posted 2005-04-30 10:34pm
CrazyC
member
65 posts 7 snarkmarks Registered: Sep 27th 2004 Occupation: Unemployed Location: Windsor, Ontario
Hmm, how detailed, eh? Well, what is a good level of poly's for a model
to have? Also, when I take the model and put it into HL2, will it look
like a poly version of the model, or better? Because the poly version
of the tree doesnt look good, but the rendered (and currently
untextured) version looks too smooth and such to be in a map. That is
why I am unsure. I am not sure as to how it works with models. BTW, the
model was made in Lightwave.

For LOD's, do you have to make just a seperate, lower poly model, but the same general shape?

And this may seem like a silly question, but what do you mean by
transparent texture? I would imagine a see-through texture, but the
model I made has the leaves as part of the model, as palm tree leaves
are big, and it seems easier that way. Or am I just confused as to what
you are saying?

Thanks for the help.
Re: Intersecting static props Posted by fishy on Sat Apr 30th 2005 at 11:09pm
fishy
2623 posts
Posted 2005-04-30 11:09pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
for the highest LOD, the one you would see if you stood against the tree in game, i wouldn't go much over 500 polys for a palm tree. if i wanted to use lots of them, i would definately make 3 or 4 lower poly LOD's, with the lowest less than 100.

yes the LOD's are seperately made models. like a lower poly reference.smd of the original.

aye, the transparent texture would be more for trees with smaller leaves, where modeling leaves individually would send the poly count through the roof. it wouldn't be much help for palm tree though, unless it was one of those types with lots of fronds.