This is a generic definition page, which ideally tells the reader what the subject is, gives a brief overview of its uses, and finally leads to other pages with more specific information.
How about including some information on using models, or a link to a tutorial on inserting models into a map? Thanks.
Gibs and Detail Props are odd because they can be models and/or sprites and are spawned rather than placed.
Phys-models have many specialist features & requirements.
Character (NPC) models are so intricate they definitely belong in a class of their own.
And then there's the 'continuity props' like Items, Weapons, Wallchargers, etc.
Models are used for almost everything in Source that isn't part of the underlying brush geometry. NPCs, physics objects, guns, and even some buildings, to name but a few examples, are all models.
Models are also not used for : the vast majority of game entities!. Does it not make more sense to mention the game entities that do use models?.
A model is a collection of points, or "vertexes", that form a 3D shape, or "mesh". The gaps between the points are usually filled with polygons, and these polygons are usually covered with a material.
"a model is collection of vertex geometry, surface textures, predefined animated sequences, vphysics attributes, creativity, ingenuity, humour, fun, etc etc"
"what do I need to know about models when I'm making one for use in my mod/map?" (answer:lots - see Model Creation Overview, Anatomy of a Model, etc.).
"what do I need to know about models when I'm designing an FPS Game Engine?" (answer: well, the boffins at Valve used a mixture of cartesian and spline geometry because ... etc).
This page was last modified on 29 January 2011, at 05:29.