1. Post #1
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,843 Posts
    I'm working on a hostel kind of thing with a massive part of it destroyed.

    What I've done is clipped the shit out of it, removing a lot of brushwork, then clipped the remaining walls into brick shapes, then randomly deleted "bricks" to make it look destroyed.

    It's a nice effect and I'm pretty happy with how it's turned out but I need some tips on optimising the remaining walls when I prop them.

    At current, I just copied and pasted them into a new file and compiled them with propper, using a heavily optimised collision model.

    However, they have hundreds of faces inside the model which are wasted and will probably create a shit ton of lag.

    Say this is my unoptimised, laggy wall:


    Should I do a similar method to this one:


    Or this one?


    Thanks in advance.

  2. Post #2
    SHADERS
    Legend286's Avatar
    October 2008
    10,022 Posts
    Why not make the stacks all one brush, and anything else a big brush.

  3. Post #3
    Gold Member
    swampie's Avatar
    July 2008
    5,904 Posts
    second one

  4. Post #4
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,843 Posts
    The inside walls are two bricks thick and the outer walls are 4 bricks thick.

    I probably should of said that in OP.

  5. Post #5
    Gold Member
    swampie's Avatar
    July 2008
    5,904 Posts
    Yes, The second one would be better

  6. Post #6

    October 2009
    4,686 Posts
    Yes, The second one would be better
    Judging by your thread history, and questions asked, if I was ZOMG, I would not trust your judgment.

  7. Post #7
    Gold Member
    swampie's Avatar
    July 2008
    5,904 Posts
    Meh, That is how i would do it, It wouldnt make a game breaking diffence

  8. Post #8
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,843 Posts
    Oh, wow. Before I actually tried them, I made all the faces that weren't showing nodraw.

    Before each one took about 20 - 80 seconds to compile. Now they're taking 1 - 4 seconds :buddy:

  9. Post #9
    SHADERS
    Legend286's Avatar
    October 2008
    10,022 Posts
    Lol, nodraw basically isn't there when you compile with propper.

  10. Post #10
    STOMBS
    Yadda's Avatar
    December 2009
    696 Posts
    I'm assuming that the spaces are for illustrative purposes only.
    If that's the case then why not consider these two methods?

    But honestly, I don't think it should matter this much.
    Reply With Quote Edit / Delete Reply Canada Show Events Funny Funny x 1 (list)

  11. Post #11
    Ask me about my 'female train' fetish.
    Dennab
    January 2006
    5,457 Posts
    Compile however you like, decompile, delete uneeded faces in 3dsmax/xsi, recompile.