smoothing groups, gouraud and mesh-splitting

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

Moderator: InsideQC Admins

Re: smoothing groups, gouraud and mesh-splitting

Postby goldenboy » Sun Aug 19, 2012 11:42 pm

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.
User avatar
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel


Return to Modeling

Who is online

Users browsing this forum: No registered users and 1 guest