ai wrote:How does ingame map models work anyway? As we all know player models and weapons already eats fps. I never actually understood how models taking no space are done, for instance I remember in CS where models where introduced and Morfar explained that those things you can walk through were models, but never understood how they didn't drain fps.
If I knew how it worked I would have done such things long ago.
Kinda depends on the mapper. In the most common use, decorative, its simply a pile of tris with a texture or two slaped on thats dumped into the BSP file at compiletime. The fps drain is usualy not noticable unless the model is very complexs/big or used extreamly many times in the same area. If one part of this kinda model is considers visible for a playre the whole thing is drawn (thats teh drawback). This kinda model is also vert lit.
A model can also be used teh same way "detail brushes" are used. That is its broken down into its indifidual faces, players and gunfire colide with its sufraces its faces can be light-mapped and only the visible ones are drawn.
Do note that is unlikely to the the poly count of player models that pull the framerate down. (try impule 13 or 14 with sv_cheats on, you can spawn a army of copies before the framerate takes a big hit in many cases)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.