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subdivision surface in HL2 source engine?


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#1 iceman

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Posted 25 July 2003 - 01:47 AM

Anyone remember the tech demo, where the guy turn and looks at a wall, and he says "the walls are subdivision surfaces". If im wrong, arent everything polygons in source triangulated? so does it support subd native or they triangulated also?

i think this one is for Erik!

#2 ice_cube

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Posted 26 July 2003 - 01:04 AM

subdivided surfaces can still be built up by triangular polygons.
(what i think is the case) is that the mapper don't have to define the bumps, dents and unevens in the wall TOO closely(roundness), just a rough 'sketch', and the engine makes it smoothish/roundish..

Edited by ice_cube, 28 July 2003 - 12:16 AM.


#3 iceman

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Posted 26 July 2003 - 08:54 PM

not the best answer..but it gives me some insight into the matter.thanks

#4 Maxx

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Posted 29 July 2003 - 01:24 AM

yeah lol
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#5 SLAYER

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Posted 29 July 2003 - 02:37 AM

I think that was a good explanation. The thing is you need to understand how a SubD surface works. It is a tool used to speed up workflow for modelers by allowing them to work with a low poly version (or control cage) and it updates a higher poly version in realtime. They are built using polygons, so yes they can be triangulated. As for the Source engines capability of letting a mapper create a SubD object in a map, and have in converted ingame, that's something I don't know for sure. It is a possibility though.
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#6 iceman

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Posted 30 July 2003 - 10:28 AM

i had thought alone the lines..that it supported Catmull Clark math in real-time in the engine. oh wells..who cares..any form is great.




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