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I always wanted to modell a cityscape in a video game.
So i started this concept map in quake3.
It turned out gloomy and beautiful and.... has a high tris count.
I tried a foghull clipping but it didnt worked well.
It clipped per house and not per face. I read the foghull clipping in Q3A is just a workaround and uses information from the pvs.
Does anyone knows a good manual that tells how to define nodes by hand in a boxed map? I dont have experience in using hint or caulc and r_speeds says
"you have to tweak your map, friend!".
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i hope you like the pics

broar



