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Moonbo

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Posts posted by Moonbo

  1. The latest versions of Unreal allow you to make both additive or subtractive levels. Most modern games made using Unreal select additive because brushwork is really only used to block out levels or for things like triggers, with actual 3D models being used for most of the level geometry. Unity has no way to create brushwork and you build levels out of imported models (though there is a terrain system). You can buy an additive brushwork program for Unity called ProBuilder which will be very familiar to anyone whose worked with Hammer/DarkRadiant, though it's not a "pure" brush system but more a dynamic primitive modelling program, so it has its differences.

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  2. Much more important than the number of brushes or models in a scene is the number of lights and if they are shadow casting or overlapping. I had instances where, based on the lighting layout, brushwork was actually cheaper than func statics because I could carve up the brushes so that multiple lights didn't hit them vs. if they had been a single FS.

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  3. I don't remember the particulars but I think you can create a scriptable object and attach it to entities. The scriptable objects code will then act on the entity it's been attached to. Obsttorte or SteveL are sure to have the details as they both helped me with this on my missions :).

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