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FPS Fake Buildings
Posted: Thu Jul 24, 2003 6:35 pm
by SNakeFluGeL
I have a puzzle for all those advanced mappers in here...
Which of the below figurs is, for fake buildings, the best for your fps.
A, B or C?

The Red Lins are the Textures...
Posted: Thu Jul 24, 2003 6:42 pm
by nuggets
if you mean fake buildings as in building that can't be entered or seen into, choose C you'll only have 6 faces
if it's housable, choose A, as B has an extra two faces that'll need to be textured
with 4 walls a floor and a roof,
A will have 11 textured faces 25 untextured faces
B will have 15 textured faces 21 untextured faces
C will have 5 textured faces 1 untextured face
but bear in mind, you will not be able to enter C, or use see-through windows
Posted: Thu Jul 24, 2003 7:33 pm
by Bjarne BZR
A and C is equally effective if the unseen surfaces are properly caulked.
B is bad brush work.
All
Posted: Fri Jul 25, 2003 6:42 am
by tltrude
Yep, A and C. The number of faces to be drawn (face count) is what is important to FPS. Building B has nine faces, and A & C have only 5.
Bevelling the corners helps to reduce the face count by one at each corner (in buildings with texture inside). And, the textures will fit on the faces better.
Ps: I think your buildings are upside down.
Posted: Fri Jul 25, 2003 1:12 pm
by nuggets
lmao at the ps
even though they're being caulked they still intefere with visdata,
use C whereever possible then A, never B
and always with roofs and floors, have them inside the building, unless they're triangular, otherwise you'll end up with the same outcome as B again where all 6 faces will need to be textured