ent_create(... NULL) - why no ent_morph(... NULL)?

Posted By: Gumby22don

ent_create(... NULL) - why no ent_morph(... NULL)? - 07/01/09 06:31

I'm trying to set up my own basic navmesh setup on the fly, and running off entities as a first attempt.

I found I can create entities as NULL, so as not to render them, but then for debugging I am morphing them to a "dummy.mdl" cube, fading them in, then fading them out. Then I try to morph them back to NULL, but found I can't do it. I guess I can demolish the entity and recreate a NULL, but that seems silly.

Can anyone tell me something I should be doing instead, or a better way to have non-rendered entities (in the 1000's)? Or should I just be using my own struct without running in the engine at all? (lots more custom functions required)

Don
have a great day
Posted By: Ottawa

Re: ent_create(... NULL) - why no ent_morph(... NULL)? - 07/01/09 13:55

Hi!

You could have all your entities "invisible" until you need them.
They would be there all the time.
Posted By: VeT

Re: ent_create(... NULL) - why no ent_morph(... NULL)? - 07/01/09 14:40

yes, just make unused entities invisible, and you'll save your FPS smile
Posted By: EvilSOB

Re: ent_create(... NULL) - why no ent_morph(... NULL)? - 07/02/09 00:35

Or if you are trying to reduce their memory consumption, morph them
to a mdl file that just contains a single vertex.
Posted By: Gumby22don

Re: ent_create(... NULL) - why no ent_morph(... NULL)? - 07/02/09 01:29

heh, i think i had set(my,INVISIBLE) originally. Must have changed it when I had some other bug in there. I'll go back to that.

Thanks,

Don
have a great day
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