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Post by mmcpherson4 on Oct 2, 2009 5:09:24 GMT
use nodraw on surfaces that the player(s) wont be able to see. you seem to be misunderstanding the term of optimizing stuff, the nodraw texture optimizes your map, you cant optimize the texture itself.
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Post by Zeph on Oct 2, 2009 7:53:17 GMT
Ok for NoDraw: When building a map, it's good to texture initially with Dev textures, so that it's easier to see how large objects are due to the Dev_Measure textures, which makes building easier. Once your map is blocked out and you are ready to start texturing, it is best to first select the whole brush and texture it all the NoDraw texture. Then use the Face_Edit tool to only texture the faces that a player will see with whatever texture you want. There are some automatic optimizations performed in regards to NoDraw. For example, any face touching the Void (outside of your map) will be automatically given the NoDraw texture. Also, any face completely hidden by a another face will also be given the NoDraw texture. Let me explain with a picture. Imagine i make a room, using four brushes as walls (ignoring roof and floor for now). Assume that the brushes touch and that the map is sealed. They don't in the diagram to make the next bit easier to understand. Now look at the picture on the right. The RED faces are automatically made into NoDraw because they touch the Void. The ORANGE faces are automatically made into NoDraw because they are completely inside another wall. The GREEN faces stay with whatever texture you give them.
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Post by snipes on Oct 2, 2009 21:03:13 GMT
ok so another question would i put nodraw under the floor for example
||Top \/ Floor:________________________ /\ ||Bottom would i apply a nodraw texture to the bottom of the floor same thing with roof?
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Post by Zeph on Oct 2, 2009 21:32:16 GMT
Correct. If it's not seen, then it's no Draw I'd guess the bottom touches the void anyway, so would be automatically nodrawed, but its very good practice. How has this helped your portal flows?
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Post by john88z on Oct 2, 2009 21:51:13 GMT
Any sides that are completely covered by another brush is turned into nodraw during the compile. Applying the nodraw textures in your example is extra work.
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Post by Zeph on Oct 4, 2009 0:03:06 GMT
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Post by john88z on Oct 4, 2009 2:17:37 GMT
Good practice to do something redundant? No good practice is telling him where he should nodraw, such as roofs, or if there is an area the player cannot see past.
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Post by Zeph on Oct 11, 2009 0:47:23 GMT
Sorry for what happened there, snipes. If you're still around, let us know if your problem is fixed. (Then we can lock it - not before!)
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Post by snipes on Oct 18, 2009 19:34:53 GMT
cool i got it to work you can lock now thanks!
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