trebhome
Newbie
- Joined
- Nov 19, 2004
- Messages
- 158
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OK heres the deal. I got 2 questions. First, I want to know if Source maps can, or should be compiled with Q2 Beaver. Im guessing the answer is no, but to me that really allright. The real reason I want to use beaver is because it had a nice feature that let you combine the textures into the bsp. When ppl downloaded the map they didnt have to download the textures seperatly, they just came imbedded on the bsp. Does the SDK compiler do this for you automattically? I just want to add some custom textures, and I dont want to zip this map up with a bunch of texture files that people have to instal.
OK Second Question. I am making a fence, like in a backyard. There is a "prop-static" model that looks good but for how long i want the fence i would have to use a bunck of them. On the other hand I could use a world brush and just do it that way. Blocking Vis is not important for where this fence is gonna be. So my question is which is less stressfull on the engine, using 8 entities or 1 long world brush??? I would think the entities because they dont render the same, but im not really sure.
Ok I think thats all, sorry for the novel I just wrote.
OK Second Question. I am making a fence, like in a backyard. There is a "prop-static" model that looks good but for how long i want the fence i would have to use a bunck of them. On the other hand I could use a world brush and just do it that way. Blocking Vis is not important for where this fence is gonna be. So my question is which is less stressfull on the engine, using 8 entities or 1 long world brush??? I would think the entities because they dont render the same, but im not really sure.
Ok I think thats all, sorry for the novel I just wrote.