![]() Once done, you just export a specific file that the game understands and you're ready to go. The editor uses the same identical graphical engine of the game, so whatever you see in the editor is what you'll get in the game. FBX file into our editor and you assign materials and shaders. FBX file (it's a standard format that all main 3D programs use). You create all your 3D on whatever program you like and then you need to export an. Maybe in the future, but for now you will need to bake an ambient occlusion texture. We tried it, but it was never good enough for fine detail and also big fps hit. The engine does not support 2 sided polygons so if you want something to be visible for two sides, you need to double it and turn it around.Įngine supports big textures of course, normal maps, real time shadows everywhere, self shadowing too, but we do not support for the moment ambient occlusion. Obviously you can make as many as you want, but we think this is a good limit for performance. ![]() ![]() ![]() Ok so AC models use around 55 to 65 thousand polygons for the exterior (including a "low detail" cockpit and the wheels), and the same amount for a dedicated cockpit model. ![]() so don't blame me if I misinform you in the end I can give just some indication, as I don't know everything regarding this aspect. ![]()
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