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#editor

mr.rubinshtein
yes understandable
mr.rubinshtein
since engine builds everything by triangles
mr.rubinshtein
that way its faster and easier to render them
mr.rubinshtein
or process them
adrientd
for rendering yes
adrientd
but the ELB developers make the walls vertical quads instead of triangles
adrientd
which could be faster for collision processing
mr.rubinshtein
it makes more sense in a way now that i think of it
mr.rubinshtein
its less ass pain
mr.rubinshtein
it just draws a full polygon and reduces chances that you will have a problem with not processed part that will disable collision of it
adrientd
and also vertical quad walls could make collision detection more reliable: compare to Super Mario 64 that has triangle walls, and you have lots of collision glitches
mr.rubinshtein
yeah i see where you are coming from
mr.rubinshtein
so now you are having problems with specifically drawing finite walls the correct height?
mr.rubinshtein
or the problem is absolutely different in its origin
adrientd
I don't think that's a problem anymore
adrientd
Only problem would be that, when designing collision models you need to be careful that your walls meet the limitations of the engine, and that's all
pegperegogaucho
A problem for example would be a wall like this since it does not go straight up:
adrientd
yeah, you would need to split it in multiple walls
pegperegogaucho
What's the difference between a CWall and a regular one?
mr.rubinshtein
hmm okay i see