Yea, thanks :/ I'd love to move engines (mmm... Serious Sam 2 engine...) but we're stuck with this for some odd reason. Mostly because a good portion of our fans don't have very good PC's
At 23:08 12/10/2002 -0400, you wrote:
Welcome to the HL engine. Caleb 'Ghoul' Delnay Project Leader: Kill Or Be Killed http://www.llamanade.net/kobk/ ----- Original Message ----- From: "Daniel Koppes" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, October 12, 2002 11:08 PM Subject: Re: [hlcoders] Lots 'o precaching. > At 12:24 12/10/2002 -0700, you wrote: > >Have you considered consolidating some of them into bodygroups and skins for > >a smaller number of models instead of the exorbitant 200 you mentioned? > > Not unless body groups can be completely different models (ie hitboxes, > skins, bones, animation, controllers). > > I will have - at LEAST 150 models. Definitely more. > > > > It could potentially reduce some of the wasted space by eliminating > > duplicated > >information. You're still never going to get all 200 of those in, but you > >might be able to increase the maximum number you *can* precache somewhat. > > No information to duplicate... they're all unique :/ > > >Why is it impossible to determine which models will be needed during a map, > >though? Surely you have some idea of what will be necessary for a specific > >map...? > > I can determine which ones will appear in a map (i.e pre placed, or > guranteed to appear somewhere), or ones that are part of a set that can > randomly appear, however, the player can use one of any of these at any > time he wishes, with no warning. > > This is for the Pokemod ( http://pokemod.fragoff.net ), and each pokemon > (only R/B/Y ones for now - G/S has another 100 or so >.< )needs its own > model (duh), plus player models (these can be pre-determined), NPC (same), > but the player could pull out any pokemon he had and throw it out into the > game at any time. Thus my problem. > > I could precache only the ones he has on his belt and in storage... but in > Multiplayer that could easily get to 150 :/ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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