Game Editing > 3D Modeling & Content Creation

Block Primitives instead of Planes

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kat:
Not too sure about Hammer but ideally you want to avoid using use snap increments that small, again because of brush accuracy issues, generally speaking you want your objects to be blocks that are as large as possible to reduce the amount of map data that gets generated in BSP - using a lot of small objects eats into BSP like crazy so items like your table should really be models rather than brushwork. So if you were modeling a building use a larger snap value than if you were meshing up furniture, that ensures you're building optimally from the get-go.

ellisgl:
Well I'm using SketchUp to get the big stuff out of the way. I'm using Quark for my editor and it can be a pain / slow down in some instances.

As for the table being a model, I was having some issues exporting as an md3. Something about the keyframe not being set, then I set that and it gave me some other issues. I found this: http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial . I'll have to **** around some more tomorrow.

kat:
What version of Blender are you using? That's an old tutorial so you'll probably need to drop back to that one (2.45) to get the most from that process - iirc you'll need to set at least a single frame for export otherwise the process can't produce a full MD3. Does Quark support other formats? ASE?

ellisgl:
I'm using 2.36 and yes Quark can do ASE models. So I'll try that out.

ellisgl:
Quick question, is there a script that will take all everything that is selected and convert to quad and remove doubles? Doing each one by hands is a pita.

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