- Joined
- Jun 9, 2008
- Messages
- 298
Greetings one and all,
If you have a minute, I'd love to hear other opinions on a "strategic" issue.
See, I am working on a fairly massive project, that might use over a hundred custom objects (that cannot be made with the standard warcraft models), and that's a very conservative estimate. So I am thinking about how I can prevent the maps from getting too big (unit/ability-data and imports).
Here is one idea: Certain unit concepts are fairly similar, if not identical in their animations. Do you think it makes sense to import just one custom animated model file as a basis for them all, and then just import the parts that distinguish them (helmets, armor, weapons) as separate attachments?
-less work: having to make fewer animated models
-having fewer animated models and several dozens of unanimated attachments is surely less costly than to have a lot of animated models?
-or do you think the advantages are neutralized by the need for attachment abilities and the overall greater number in (mostly unanimated) models
(example: instead of two model files for two soldier units, you have- one main model, two helmet models, two shield models, two weapon models plus the necessary attachment abilities)?
I'm already using this approach, but I wonder somewhat if I should push it to the extreme. Any suggestions?
If you have a minute, I'd love to hear other opinions on a "strategic" issue.
See, I am working on a fairly massive project, that might use over a hundred custom objects (that cannot be made with the standard warcraft models), and that's a very conservative estimate. So I am thinking about how I can prevent the maps from getting too big (unit/ability-data and imports).
Here is one idea: Certain unit concepts are fairly similar, if not identical in their animations. Do you think it makes sense to import just one custom animated model file as a basis for them all, and then just import the parts that distinguish them (helmets, armor, weapons) as separate attachments?
-less work: having to make fewer animated models
-having fewer animated models and several dozens of unanimated attachments is surely less costly than to have a lot of animated models?
-or do you think the advantages are neutralized by the need for attachment abilities and the overall greater number in (mostly unanimated) models
(example: instead of two model files for two soldier units, you have- one main model, two helmet models, two shield models, two weapon models plus the necessary attachment abilities)?
I'm already using this approach, but I wonder somewhat if I should push it to the extreme. Any suggestions?