Game Development Community

Overlaping .map/.dif's in engine

by John Spivey · in Artist Corner · 02/05/2006 (10:41 pm) · 0 replies

Quick question. When putting models in the game engine is it ok to overlap them some. For example, wall segments. Apart from modeling some thousands of feet of walls I have been making segments and then lining them up, raising/lowering (to accomodate the terrain) but to get them seamless I have to overlap them some. What effects does this have on TGE? If it is not a good practice then how do you line them up without seams?

Also I made a very large model that was giving me headaches. The large model kept crashing the enging so I broke down the model into about 5 parts. (I also went back and removed all the non-integral faces I could, some still made it through and some just show as non-integral no matter what I do to them.) I then put them back together in the game engine. (i got them all to line up seamlessly by giving them all the same position/rotation settings) This took care of the problems on my end but when I sent the updated model to my team lead she was unable to get all the parts to render in engine on the game client (the hosted server that we keep online. Its the actuall .exe for the game). It is my guess that the client is missing something that the (pre-split) engine I am running has. This make sense to anyone? I understand it but I may lack the vocabulary to describe the situation. If I do make sense then some feedback would be most apreciated.

Thank you