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nini

what is best today for interior culling ?

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Hi guys , i want to hear from your experience about culling of interior scene. What is the best today ? Creating an authoring tool for interiors and using a system like portals , or using an existing map format like thoses from quake or valve, like this we have access to already made tools ? Do octree/frustum cull can correspond to Interiors ? How professional games deal with this ? do they spend time developping specific tools for this ? Thanx in advance for your replies...

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Guest Anonymous Poster
Portal System

and generally big games use their own map editor

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Some game developers use commercial 3D editors like Maya, with custom plugins and scripts to add game-specific functionality. 3D engines that are intended to be used in multiple games or licensed to other companies often have their own editors but this is obviously more work.

A really dirt-cheap method would be using an off-the-shelf modelling program and interpreting the data when you load it into the game engine. For example, to place a portal you could just make a rectangle with a material named "portal". When loading the level in your program, you check the material and create a portal instead of a visible polygon. Alternatively, you can write a pre-processing tool that does this.

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Quote:
Original post by Fingers_
A really dirt-cheap method would be using an off-the-shelf modelling program and interpreting the data when you load it into the game engine. For example, to place a portal you could just make a rectangle with a material named "portal". When loading the level in your program, you check the material and create a portal instead of a visible polygon. Alternatively, you can write a pre-processing tool that does this.


Thanx for the answer , i had the idea of material naming for portals...

You've understood my goal isn't to redevelop my own modelling tool for level editing cause it's a huge task and it will kill my time...

Nevertheless what do you think guys about the Map file format from Valve , it seems to be nice to me cause you can use Quark for interior editing...and properties are expandable so we can easily write a shader property but i can't figure out how to make this property to export correctly in the .map file...

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