CausticRKS Posted October 11, 2011 Share Posted October 11, 2011 Okay, so... I have a whole modular set for my Scifi-Quest mod, where I can snap stairs, corners, hallway pieces, etc. Let's say that there's a whole room that has a specific layout, and I know ABSOLUTELY that I will not be modifying the way it is designed. Sure, it's modular, but maybe I want the GECK to read it as one giant piece. Is this going to be hard on the engine, and slow down the game for people with slightly lower-end PCs? Or does this not affect anything at all? I have a feeling the only thing that matters is the polycount, not the way you export the mesh. Am I correct? Link to comment Share on other sites More sharing options...
HSovieticus Posted October 12, 2011 Share Posted October 12, 2011 (edited) I was under the impression that modular structures are less optimal for CPU/GPU, but easier on the RAM and better for the level designer. Edited October 12, 2011 by HSovieticus Link to comment Share on other sites More sharing options...
davidlallen Posted October 12, 2011 Share Posted October 12, 2011 If the room is small, it may not matter. If the room/level is large, doing it modularly is much better for the GPU. This is because large rooms/levels use multibounds, planes which indicate where the engine can stop rendering. If you have a modular level and multibounds planes, then the GPU can render only part of it. If you have a single giant piece, even adding multibounds will not stop rendering, so it will be slower. What is your motivation for thinking of giant pieces? There is no benefit I can think of. Link to comment Share on other sites More sharing options...
CausticRKS Posted October 12, 2011 Author Share Posted October 12, 2011 Well the benefit I was hoping for, is that I wouldn't have to put it together within the engine. I fear it will be more work if things do not snap correctly. However, the pieces are fairly low in geometry. So I don't really think it will matter. Would it still be good to at least split it into 3-4 different parts? Link to comment Share on other sites More sharing options...
davidlallen Posted October 12, 2011 Share Posted October 12, 2011 Getting snap to work in geck is pretty easy. Assuming all your pieces have sizes which are multiples of some number, setting snap to that number makes things pretty easy. I usually use snap 32 since the main vault and room pieces are multiples of 64. Link to comment Share on other sites More sharing options...
CausticRKS Posted October 14, 2011 Author Share Posted October 14, 2011 Good news. I already checked. Things are still in the 32-64 format, since I used vanilla floor pieces as a measurement tool. Which are snapped to Autodesk Maya's grid anyway. I guess it'll be modular after all. :P Link to comment Share on other sites More sharing options...
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