Quality of Indoor Rendering in Tribes2 engine
by Gerald "DarkRift" LePage · in Technical Issues · 05/21/2001 (3:57 am) · 8 replies
Does anyone here know how well this engine handles indoor
rendering?? I know its integrated into the engine and
I've seen some cool buildings from the screenshots, but
I guess my main question is how complex can these indoor
sections be?? For example, could I create a horror game
with a huge spooky mansion nestled in hills?? Any input
on this would be greatly appreciated
rendering?? I know its integrated into the engine and
I've seen some cool buildings from the screenshots, but
I guess my main question is how complex can these indoor
sections be?? For example, could I create a horror game
with a huge spooky mansion nestled in hills?? Any input
on this would be greatly appreciated
#2
The interior engine uses portals for visibility determination, but does have a bsp tree for LOS tests.
05/23/2001 (8:55 am)
You can create large interiors, I'm not sure what the actual restrictions are in terms of WorldCraft brushes or polygons, but I've seen some very large T2 underground bases.The interior engine uses portals for visibility determination, but does have a bsp tree for LOS tests.
#3
To use Gerald's example, his mansion isn't going to look very good unless it has old paintings, cobwebs, warped boards on the stairs, blood stains, etc.
05/23/2001 (11:21 am)
I'm not as concerned about size as I am the detail level possible for interiors. The bases I've seen in Tribes 2 look a little like parking garages. They're huge, but with very little fine detail. To use Gerald's example, his mansion isn't going to look very good unless it has old paintings, cobwebs, warped boards on the stairs, blood stains, etc.
#4
06/12/2001 (2:50 pm)
Once your World Craft structure has been imported into the map editor you can add whatever props to the interiors of the buildsings you like. Those props could be modeled in 3DS MAX, World Caft or any other modeling tool someone makes an exporter for. So the answer would be the only real limit regarding the type of detials you are talking about are the specs of the machine the game is running on. If any limits regard total number of models are in the engine, you could relativly easily alter those limits in the source.
#5
You can still export from 3dsmax for buildings?
Caliban
06/12/2001 (4:48 pm)
So you dont need worldcraft for interiours/buildings?You can still export from 3dsmax for buildings?
Caliban
#6
06/12/2001 (5:07 pm)
You DO need worldcraft for buildings. At the moment, no export exists for 3DS MAX that would do the job. Besides, the models WorldCraft creates are very low on system demands. What I was saying is that props modeled in either 3DS Max (for anything you might want to animated or be destroyable) or World Craft (for static shapes) could be used to spice up your buildings in whatever manner you wanted.
#7
v12 level editor? do you just give the worldcraft file a 3d coordinate and plop it in the level or something more special?
06/13/2001 (4:54 pm)
How do you integrate the worldcraft structures with the v12 level editor? do you just give the worldcraft file a 3d coordinate and plop it in the level or something more special?
#8
06/14/2001 (6:15 am)
First, you create a .map file with Worldcraft (Save As or Export to map). Then, you have to run the map2dif tool that should be released fairly soon to convert the map file into the v12/T2 dif file. Then you load up a mission in the v12 and you can add the dif.
Chris Helms
I don't even know if V12 has a BSP tree now that I think about it.