smoothing groups, gouraud and mesh-splitting

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
goldenboy
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Re: smoothing groups, gouraud and mesh-splitting

Post by goldenboy »

I am not knocking realtime shadows in platform games, but if I add realtime shadows to my game, it will slow to a crawl. It already chugs in certain areas with lightmaps only. And I don't want to bump the system requirements.

Quake 3 tech just isn't a great performer with large open singleplayer levels. It was made for small multiplayer arenas. It might be doable with different tech.
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