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Paradox-01 (talk | contribs) m (Reformulating: Getting Onisplit from AE is first choice.) |
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* A '''level map''' consists of visible geometry: terrain and buildings. This is also named the '''environment''' or for short '''env'''. | * A '''level map''' consists of visible geometry: terrain and buildings. This is also named the '''environment''' or for short '''env'''. | ||
** Use '''quads''' of approximately 10 up to 20 meters in size to construct env geometry. | ** Use '''quads''' of approximately 10 up to 20 meters in size to construct env geometry. | ||
* | ** Use quads for floor and simple walls, including pathfinding objects. | ||
* Create objects with triangles (or triangulate quads during export if this option exists for you). | |||
** Geometry from CJBO works best with triangles. Quads might show holes in-game. | ** Geometry from CJBO works best with triangles. Quads might show holes in-game. | ||
'''Invisible pathfinding''' | '''Invisible pathfinding''' | ||
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