gamecreator Posted May 11, 2015 Share Posted May 11, 2015 I'd like to put a level together dynamically (floors, walls, etc.). Is there a way to make multiple parts into one model? I imagine this would be accomplished through a command such as AddChild but I don't believe this exists. Is there another way to do this? Quote Link to comment Share on other sites More sharing options...
nick.ace Posted May 11, 2015 Share Posted May 11, 2015 Why wouldn't SetParent() with the child just work? Quote Link to comment Share on other sites More sharing options...
gamecreator Posted May 11, 2015 Author Share Posted May 11, 2015 It certainly would but then I'd have hundreds of models. All I need is 1 level model in the end. Plus I imagine, but am not sure, that hundreds of separate models would slow things down. Quote Link to comment Share on other sites More sharing options...
nick.ace Posted May 11, 2015 Share Posted May 11, 2015 I'd imagine that one big model would be worse in that situation though. You wouldn't get hardware instancing to help you out or occlusion culling. Yeah, the engine would only have to deal with one transformation matrix, but I can't see that tradeoff helping you out in the long run. Quote Link to comment Share on other sites More sharing options...
Josh Posted May 11, 2015 Share Posted May 11, 2015 Implemented this for the editor, but not official: void Model::Collapse(Model* targetmodel) 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted May 11, 2015 Author Share Posted May 11, 2015 Thanks Josh! nick.ace, I'm talking about levels like shown here: http://www.leadwerks.com/werkspace/topic/12224-a-bit-help-with-spotlights/#entry88693 That would be a 19x13 grid-based level or 247 models. In that example I combined it in Max but I was thinking of doing non-rectangular levels using an editor. I could still break them up into 10x10 chunks, for example, but having the option to combine them if I find that it speeds things up is great. 1 Quote Link to comment Share on other sites More sharing options...
nick.ace Posted May 11, 2015 Share Posted May 11, 2015 Aw I see! I guess if you can break it down into chunks, that would help, but I still think it would be beneficial to use repeating meshes whenever possible. Quote Link to comment Share on other sites More sharing options...
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