So, we don`t need point lights? I wasn`t thinking of putting light in every room, but with current hardware, with every light fps goes like:
So, less lights, much better frame rate. With current release, using more then 3-4 light, frame rate goes really crappy...
Anyway, I`ll post detailed guide for objects/map creating in day or two. Vet could help me here as he made some modifications to map lately. I haven`t used BFC for years...
Exported/imported features in game from models are:
for each vertex:
- texture coordinates (one set only), binormal and tangent are calculated in code (used for normal/bump mapping). btw. normal maps use same texture coordinates as diffuse texture.
for each subset/material:
- ambient color
- diffuse color
- specular color
- diffuse texture name (normal/bump texture has same name, but different extension: diffuse textures has .DDS extensions, and normal maps has .TGA extension)
Probably some more, I have to check the code (I am writting this from memory).
So, my question is, is that enough, too much maybe? Do we need ambient and diffuse color when we have diffuse texture?
Our goal is to make map as good looking as possible and at the same time to make it faster by removing unnecessary data.
Also, even that we have most of the objects done for the demo map, we still need damaged versions of all those objects. Multiplelevels are acceptable, but maybe not too many (2-3 per objects are ok) because it will increase both memory requirements and modelling time.