Me again,

Just to steer this back towards my original question,
is there a time interval when the CZ tech will be released
for mod makers? (ie 3 months after the game goes retail?)

Thanks!

Georges

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris Blane
Sent: Tuesday, March 27, 2001 11:09 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Counter-Strike : Condition Zero


Coming from a design point of view you can't rely on models very much for
world geometry since they are lighted universally when placed in the world.
Strangely enough I've noticed that while fixed light that are compiled in
RAD universally light models the temporary lights casued by explosions and
gunshot will light the models correctly. It's a real shame that Valve or
Gearbox never made proper use of that with the flashlight or the normal
lights.
----- Original Message -----
From: Ken Birdwell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 26, 2002 5:09 AM
Subject: RE: [hlcoders] Counter-Strike : Condition Zero


> If you have models that don't animate - such as lamps, trash cans, etc. -
> then even making them "cyclers" is expensive.  Just encoding the
> pev->animtime and pev->frame can eat up tons of network (even single
player)
> and CPU bandwidth when you have a lot of them visible.  To get that
overhead
> back, make a version of "cycler" that doesn't ever call
StudioFrameAdvance()
> and use it for all your models that don't move.
>
> Each bone used by a model also eats performance.  Depending on the
specifics
> of your CPU and graphics hardware, each bone can cost the performance
> equivalent of anywhere from 5 to 30 polygons.  If you're building simple
> models, be sure to create them with as few bones as possible.
>
> Each time a model changes texture it costs performance.  If you're fond of
> using lots of small textures on models then you may be wasting graphics
> performance on switching textures instead of drawing polygons.
>
> -----Original Message-----
> From: ryan [mailto:[EMAIL PROTECTED]]
> Sent: Monday, March 25, 2002 6:35 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Counter-Strike : Condition Zero
>
>
> Well, my problem is sorta on both world poly and model poly counts.
Because
> my mod requires large map areas, though not so detailed. The amount of
> models that will be on screen causes me to have a limited amount of polys
> per model.
>
> In other words, there will be too much going on to have nice detailed
> models. =\
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