Re: Blender and game engines
Ive never been much of a map developer, but at least with the GunZ models, collisions for the floor are extremely low poly compared to those of the visuals. Im not sure about what would exactly cause your engine to be glitchy when these are not squares and such, but to the best of my knowledge, if you keep the mesh simple enough it shouldn't cause any problems. Can you give a little more information on this?
Honestly, I had no idea that Fiesta even had mesh exporters, which is kinda exciting since that is what I love to do ^^. As for the models, I really like the draw bridge and the open world map. I can see on the draw bridge you did the faces in the X pattern for the rope. Nice to see someone only wasting 2 faces rather then the useless 4 it would take a cube to go all the way around. As for the map, from a mesh standpoint it looks fairly nice.
The only thing that I personally do not like are some of the stretched textures I see but with some simple work that can be easily fixed. Textures in general could also be worked on, but meh, nothing bad =P.
TBH, I do not know how much to suggest since I am not familiar with the Fiesta engine.
Re: Blender and game engines
I don't know how Fiesta's game engine work , but when I was developing my game in Torque , it required to do more than 1 mesh in a model. Starting from the high quality to the low triangle quality , and this the game engine sorted out , like if the model is far away , it switches to low quality to save your PC's CPU and GPU , while when the object is getting close to you , it switches to High quality gradually. I assume something similar happens to Fiesta , but you will only know if you can decompile a Fiesta model , and see how they made it.
Also the lowest polygons is the model , the more performance the game will have. Now that house and that bridge has low poly's , but if you want to make a high quality model , you need to take in account the poly numbers too.
Re: Blender and game engines
Fiesta mesh are nif format and can be imported by a nif tool for blender or 3ds. The Floor mesh is a basic low poly mesh as mentioned. might be that if i put a bridge or something over another mesh with a collision mess it reads both, i will have to test.
yes with the models fiesta does have 3 for distance and you set the differant ones. but i forgot about that, maybe thats whats causing the lag i'm expeiancing. Thanks for the reminder.