Re: Look at this bleeding mess!
It seems that the more decimal points in a vertexes coordinates the more errors it causes in collision. I'm going to reduce all collision meshes to a maximum of 1 decimal in the cooridinates.
By this I mean. 134.32154 becomes 1.3 and 12.28 becomes 12.3.
This should fix all the collision problems.
Re: Look at this bleeding mess!
aw, if you were going to port one you should have done infinity :-3
Re: Look at this bleeding mess!
Quote:
Originally Posted by
Ki11a_FTW
aw, if you were going to port one you should have done infinity :-3
I agree. Infinity would play well in big ctf matches.
Re: Look at this bleeding mess!
Don't worry. Me and my freind have plans.
Expect to see lots more halo stuff in UE3 once we master the porting process.
Re: Look at this bleeding mess!
So I'm working on optimization now. Here is my mesh and collision breakdowns.
Visual Mesh (10 parts)
http://dedi-servers.net/ftp/dmt/imag...hbreakdown.PNG
Collision Mesh (4 parts)
http://dedi-servers.net/ftp/dmt/imag...nbreakdown.PNG
I wanted to keep the collision as seamless as possible. Breaking down the collision is annoying as hell.
edit-
Bawwww I totally forgot to change the color of the bases. Both bases are separate meshes also.
Re: Look at this bleeding mess!
when it comes to the bases, you'd propably be best off detatching stuff per smoothinggroup and element. you'll end up with alot of objects, but you'll end up with it running more efficient, since i'm guessing that's where most picke-ups and such would be (all of which have dynamic lights) cutting all of that up in seperate objects will help that alot (and save you alot of rendering when you're outside and dont see the inside)
thing is, iv you keep your base one thing.. when you look at it from the outside, you'll also render the inside, and thus the lights that are inside affecting the inside (but being rendered on the entire thing so the outside as well)