torus wrote:No, I meant- are the models .ase or some other format? iirc (but maybe not), there is a size limit to .md3 models.
I haven't used models at all. Just brushes, meshes, and player starting points.
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torus wrote:No, I meant- are the models .ase or some other format? iirc (but maybe not), there is a size limit to .md3 models.
TVR wrote:Use multiple meshes below 512 qu to replace the 2 large ones; if you want to do terrain, you must use a tri-soup [judging by the speed of your reply, I'll assume you're active, and could join IRC to have a quick tutorial with me].
Strahlemann wrote:I encountered that shotgun problem once in runningman_1on1_remix when firing at the sky (2 very large patches in an older version...). I don't know why it happened, but splitting up large models would be the right thing to do i guess. You should also create caulk brushes under the model to generate a good bsp-tree for better FPS.
A tutorial on creating organic brushwork in Blender and get it into the game can be found here: http://www.katsbits.com/htm/tutorials/b ... g_maps.htm
Don't bother with the texture blending there, as it's not supported in Nexuiz.
So torus is right by suggesting to use a bunch of *.ase models.
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