Author Topic: Afghanistan Deathmatch Render  (Read 3922 times)

Put it in blender, place a high powered sun light  by the camera, then export to obj and render it in that program. Will look much better.
If this will fix the godawful shadow, than yes.

Also;
So, theoretically, a build can be converted to a .obj file which will severely cut down on lag and allow people to "build" past the 120k brick limit?
I never thought of that :o

It IS a pretty good idea though, especially for RPGs with large brickcounts condensed in a small zone. However, look a GSF's city maps. They lag a fair amount, even without any bricks. I dunno.

I dunno.

They have very many seperate models, or have one single very huge one.
If it is used in not too big amounts, like 10-30k bricks, it shouldn't lag that hard as GSF maps.

The program needs to have a poly reduction technique yet, as bricks completely covered by other bricks aren't skipped. Also need to update it with roads (I know how to do this) and update the brick model library (prints need to be made, but I can't make it use the actual print textures)

The program needs to have a poly reduction technique yet, as bricks completely covered by other bricks aren't skipped. Also need to update it with roads (I know how to do this) and update the brick model library (prints need to be made, but I can't make it use the actual print textures)

So true, but it's still a nice program.

19th post reserved for me...

I like it.

The program needs to have a poly reduction technique yet, as bricks completely covered by other bricks aren't skipped. Also need to update it with roads (I know how to do this) and update the brick model library (prints need to be made, but I can't make it use the actual print textures)
You could potentially make it check for the files in a prints/ folder, so if you extract all your prints into there, it can use the files?
I dunno, just throwing an idea out there. One-click usability is nice and all but it can limit what you can actually do with things.