Game Development Community

DIF or DTS for buildings

by Frank Bignone · in Torque Game Engine · 02/05/2002 (8:53 am) · 7 replies

Hy,

Our 3D modelers are making some buildings right now, and I would like to know what do you feel is the best to have : a dif model or a dts model for the building ?

To clarify a little bit, it will not be possible to enter inside the buildings, but we may have 'arch' where player can traverse the building (think of a large hangar and you can flight from one end to the other).

thx

About the author

Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.


#1
02/05/2002 (9:32 am)
if you want shadows on the terain and the buildings you should go for dif... dts doesn't cast shadows on the terain.
#2
02/05/2002 (11:24 am)
DIF's also support per-pixel lighting (lightmaps)
DTS's only support per-vertex lighting.

I would use DIF's for buildings.

--Rick
#3
02/05/2002 (12:38 pm)
thx for the info
#4
02/05/2002 (2:05 pm)
dts's dont cast shadows? and why the player and its weapons do cast shadows?
#5
02/06/2002 (5:40 am)
it's in their code ;) look at the player class.
#6
02/06/2002 (12:07 pm)
The player (and other dts shapes) can cast dynamic shadows, these are much more expensive than the pre-baked shadows cast by the interior.
#7
02/07/2002 (2:25 pm)
Heh, he said baked...