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Now I see what I was doing wrong whole time: I've reduced to minimum (by monster_clip) areas where AI can wander -and dmaping went down from eternity to only few minutes. For some reason AAS was computed even if areas are at different level than AI, even behind walls.
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Hmmm it shouldn't be that hard to reliably figure out where the AI can't go...
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For a human maybe. Dmap doesn't even know which side of a wall faces the inside or the void until you put an object in, so it's definitely not going to know where AI can go.
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Yet another shocker. I used to merge smaller func_statics into big one. But if your room have a lot of details and whole model counts tens of thousands of tris -dmaping will take literally hours. So - regardless of texture number - making a one big room model is not so good idea.