Most will know that a model starts to disapear in bulldozer when the face count gets too high , after reading some threads the penny started to drop ....
started with a model that was around 6000 faces but had lots more detail to add so i chose proxies for this .
Brsseb's tutorial shows how , heres a quick refresher .
Make the extra parts as a seperate model and save it within your addons directory (maybe even make a seperate folder called proxies) , now reopen the parent model and add a proxie in the normal manner ..but making the path to it *** *** *** ***
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">\myaddon\myproxie[/QUOTE]
now the extra bits from the other model you just made are in the viewer but represented in O2 as a single face proxie .
This is probly old hat to a lot of you and i am only realy trying to get anyone that can help an idea of where i am coming from .
So , i added the new bits via proxie .. now i can see my model in the vewer ( its around 20k if you add up all the bits) and it renders it just as smooth as the original 6k model.
Now i have a few questions ... some of these proxies require that they pivot , eg.. missile proxies on a fold out wing ***. I know proxies can be added to an animation .. like the gunner and commander in a turret .. but can they be used for deployable landing gear for another example ?
Thanks for any help
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) and it renders it just as smooth as the original 6k model.
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slots of your model via scripting on mission start. So you have to have cargo proxies where you want to have your landing gear. To disable users to get in these slots, you have to set the definition typicalCargo[]={}; in the class of your "mother"-model. The negative points with this method are for one, that the model will bleed when you shoot it since ofp thinks that it's a man, and that on the models I'm using it on strange crash bugs appeared that I couldn't get rid of yet.
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