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http://www.rhino3d.com
Well I wouldn't say that the format exactly dictates how the triangles/lightmaps are rendered, and it definitely won't affect it for collision.shadowslair wrote:1)I was wondering if there`s a big difference in the performance in the different file formats. Which one offers us best calculation speed, including good and fast collision and lightmaps? A BSP map of about 10 000 trigs runs descently good on my pretty old PC. How about 20 000 or 30 000 without any additional optimisation? .X? .3ds? Any other?
Your best of with the PhysX physics engine, or the Bullet physics engine. Irrlicht's collision is basically just for quick prototyping, and to eliminate the need for beginners to integrate a physics engine/collision engine.shadowslair wrote:2)Which will be better for huge indoor levels collision? The build-in Irrlicht collision or with some physics( Newton )?
Hmm, you could set the scale on the scene node in Irrlicht, could you not?shadowslair wrote:3) Is there a way of scaling up a .BSP map? ( Yeah, I know I can scale down the models too )
Users should however be aware of the differences between 'stasndard' and all others before they download and use, but at least they offer a 'free' one.John Diasparra wrote:L3DT is really good.
Get L3DT and the plugin to export it as a .DMf, then u can import it into irrEdit and place trees, and what not into the landscape.