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
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.
#2
DTS's only support per-vertex lighting.
I would use DIF's for buildings.
--Rick
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...
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