Perhaps a stupid question, but is there a difference in using either when building a level?
It seems that when you add in a .plc model, it lights up, whereas a .prp stays dark? (Until lightmap is rendered?)
Since both are available to use in the level editor, I have usually used the .plc so that it lights up in the viewport.
Is there technical implementations involved here? Will I have trouble later? Or does it make no difference which I use?
Cheers.
.prp model versus .plc?
Débuté par
Daeltaja
, juin 30 2010 03:50
#1
Posté 30 juin 2010 - 03:50
#2
Posté 30 juin 2010 - 05:25
the prp's are lightmappable and should be used in levels. The plc are not and should not be used in a level. At least for the lightmap aspect, it matters.
Thou placing a prp it will be fully lit if you disable lightmap display. Usually its the lightmap making things darker because of the shadows and so on, so it shouldnt be dark to start with
Thou placing a prp it will be fully lit if you disable lightmap display. Usually its the lightmap making things darker because of the shadows and so on, so it shouldnt be dark to start with
#3
Posté 30 juin 2010 - 10:58
yeah, as far as i know, the only difference is that props use the static type materials, with lightmaps, and placeables use the prop type material (confusingly enough), which is not lightmapped. use prp in your level editor so you get the benefits of lightmaps, but when creating a new placable_type, always use plc.
actually, possibly the collision types vary between the two also. if you try creating a new placeable_type with a prop, its very possible the collision will not be clickable if you want to interact with it (container, etc).
actually, possibly the collision types vary between the two also. if you try creating a new placeable_type with a prop, its very possible the collision will not be clickable if you want to interact with it (container, etc).
#4
Posté 30 juin 2010 - 11:01
Great, thanks for the response guys.





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