Author Topic: Static.....build?  (Read 1884 times)

If you want to waste the rest of your life trying to model a good castle out of legos...

Considering the simple shape of nearly all builds it wouldn't take forever.

I was new to modeling and a modeled some fantasy sword relatively fast. How hard would it be to model squares and slopes and occasionally round things...

Wouldent loading your save into mission editor and making your build into a map work?

You could use larger brick, you could make a 8x8rampUp.blb to make up for large amounts of ramps.

Bump for awesome idea.

Guys, the brick limit is not an issue, unless I missed something.



Also brick lag is caused by exposed surfaces. Try building, say, a tower made out of ramp bricks. Then build a tower out of regular bricks with the same amount of bricks, and compare the lag you get from both.

A problem with the idea is due to how the bricks work. Any surface on a brick that is hidden by another brick placed directly beside it is not rendered. So, stacking several red bricks to make a pillar will omit rendering of the unused "Stud" surfaces and the "Bottom" surfaces that are being sandwiched in the pillar and thus not seen anyways. But, if you've got a good eye for it, repainting those bricks with Trans paint will cause those previously hidden surfaces to render. That's part of the reason why completely Trans builds can sometimes lag obscenely.

That bit of code is pretty ingenious really, but it's also why this idea could be difficult. For this to work without causing the build to actually lag More then before, you'd need to save the un-rendered brick faces, otherwise all the hidden and un-rendered faces will basically appear and then you might as well paint your build trans because that's the kind of lag you'll get.

Even with the brick limit set incredibly high, you can only see around 140K of the bricks, though you can keep creating more.

That entire floor is covered with 1x1 brick spam, though you can't see it.

Interestingly enough, the server still does collision on it. However, since the client can't see it, it can't do linear interpolation, which makes it very laggy to walk on.


Stopped being able to see at 140K, but kept creating more blind.

Edit: Yes, the topic is a bit old, but better then creating a new one.