UDB has this great tool where you can export the map/parts of the map as 3d models
Would it be worth exporting a uppersector/lowersector skyportal and rendering it as a model or better off just keeping the map geometry?
Which of these 2 options is more optimised?
Cheers
3d floors or 3d Models?
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Re: 3d floors or 3d Models?
There isn't a one-size-fits-all best approach; different use-cases will require different methods.
One thing to keep in mind is the question of collision boxes. 3D models are represented in-game by actors, which have a square prism collision box, regardless of how they look like. Sometimes people will use an invisible 3D floor (for collision geometry) and a 3D model to represent the 3D floor. This works but the setup is more complex than just using a visible 3D floor.
Finally you mention uppersector/lowersector portals, and those are something different from 3D floor in that they are different sectors. There's a lot of game effects that depend on sectors, notably for things related to AI logic.
One thing to keep in mind is the question of collision boxes. 3D models are represented in-game by actors, which have a square prism collision box, regardless of how they look like. Sometimes people will use an invisible 3D floor (for collision geometry) and a 3D model to represent the 3D floor. This works but the setup is more complex than just using a visible 3D floor.
Finally you mention uppersector/lowersector portals, and those are something different from 3D floor in that they are different sectors. There's a lot of game effects that depend on sectors, notably for things related to AI logic.
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Re: 3d floors or 3d Models?
Thanks for the reply Gez, okay, i'll clarify what i mean. So i have used 3d floors in an uppersector portal purely for aesthetic reasons but im wondering if maybe that will slow down the engine, perhaps i might be better off exporting the sucker as a 3d model instead of using 3d floors?Gez wrote: ↑Wed Nov 02, 2022 3:12 am There isn't a one-size-fits-all best approach; different use-cases will require different methods.
One thing to keep in mind is the question of collision boxes. 3D models are represented in-game by actors, which have a square prism collision box, regardless of how they look like. Sometimes people will use an invisible 3D floor (for collision geometry) and a 3D model to represent the 3D floor. This works but the setup is more complex than just using a visible 3D floor.
Finally you mention uppersector/lowersector portals, and those are something different from 3D floor in that they are different sectors. There's a lot of game effects that depend on sectors, notably for things related to AI logic.
No monsters or players will interact with the uppersector. I just want to know which is more engine intensive, at some point it will all add up and might run slow for some machines.
I guess the perk of having a 3d model is giving it a render radius but im not sure if it makes a difference.
Thanks again
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Re: 3d floors or 3d Models?
In your case, there are indeed probably no downsides to using a 3D model.
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Re: 3d floors or 3d Models?
3D floors are one of the most efficient constructs for complex geometry. Don't worry unless you want to stack 20-30 in a single sector and repeat that multiple times, then it can get hairy. In general a single 3D floor has the cost of one additional sector.
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Re: 3d floors or 3d Models?
I use models as lamps, so I don't have to create new sectors. Saves time and your textures stay aligned.
As long as there is no interaction with players and monsters, I prefer models to sectors.
As long as there is no interaction with players and monsters, I prefer models to sectors.