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Old 09-14-2015, 09:35 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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One downside is that S3D zone files are structured as singular meshes, split up randomly and procedurally into cohesive fragments to keep from sending too many polygons in a single DirectX call.

Example:



Fortunately, EQG zone files are better designed, with terrain or a main structure being one layer, and all of the scenery objects placed around by reference, like you'd expect.
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