I have ear about some compiling utility that work like your altered vis code (but will hidde also walls..(and for a old BSP version). ).. I fear If you profile your mod the fakevis function will be the big dog.
hehe, first of all it isn't MY code, it is Flayra's. *g* (Have never seen him show up here, but well, it's the guy who invented Natural Selection)
Humm... If you have 2 models with 3 dif skins, its like to have 6 differents monsters. You can have 3 models with 8 diff skins, and will look like 24 diff monsters... IMHO.
Think so too, but I would like to know if you can have one model file with 4 bodies where each of them consists of one of 2 legs and one of two torsos? In my case 1 of 2 tree models and 1 of 2 grass models. So I can save some work and memory. Skins would be possible too though now that I think about it. Since they can now have transparency it should not be the big deal to have leaves with different shapes on the same polygons :]
Your grass will look amazing with some animation. Can be done clientside? can be the grass triggered by texture shaders?
...no idea... if you made a mod like NS, how would you run the animations? What is the vanilla Half-Life way of animating models?
Its Half-Life "bsp-tile-world" friendly? Maybe you can copy & clone a single bsp model over and over in the map ( setting the model to *1 ). This way the model "look" will be map specific. I know a GTA3 alike mod that work this way, with basic architecture details coded as func_ structures (the name of this mod is BIGMAP) and fake a real BIG BIG BIG city with bsp models...
http://wiki.quakesrc.org/index.php/bigmap
I know this technique, it works fine in HL, but I don't want to use it because: 1. The plants should look organic, so smooth shading owns. 2. I can mix transparency modes in models and set up rough hitboxes instead of the detailed ones the bsp versions would create. So there is less lift on the CPU. 3. I don't have to write a program to recreate all the models each time I compile the map 4. I wont loose all lighting if I use mdl-files.
About grass.... I have some models, crap, .... Do you know the furr effect? ITs a particle effect that fake grass magically... but need a lot of trans planes with green dots. Not really usable, but interesting.
http://forum.moddb.com/6/390/ <--- unusable but funny, mdl based
Yes, I stumbeled over an OpenGL demo a few weeks ago :) But I guess it wont work with grass as high as the player, since I need to block the damn view for the players or they will notice there are only 30 meters to the last model and then void ;) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

