It's amazing what power has the null texture . I didn't even knew . I'm talking about my campaign in sven coop. I just said ...I'll try and see if it'll really reduce the r_speeds. Not only my r_speeds were reduced by half in some areas , but my compile time is fucking fast !!!! So may this be a lesson for all of you who don't have this behaviour : null every outside face of the map .
And cuz I was talking about my campaign ...... I'll say it again : the map is almost finished , but I'm working on a complex mechanism now . I must say the map is fully interactive and fun . You won't have time to be bored
. Even like so , the map can be completed in aprox 15 minutes if you're expert .... or , let's say 40 minutes if you're noob . I can completed it myself in less than 15 minutes but I used the impulse code and the god code .
Should I release the map when it's finished or wait till' the second map ?
If you build from null textures, and then aply the texture by right clicking. ITs so much easier then select all en de select everyting you see. To much work !
You could reduce it more by giving the non-visable stuff null texture
But really, NULL texturing every single face of every single brush is a waste of time as unseen faces are automatically removed by the compile tools.
NULL texturing unseen faces is actually only usefull for architecture that is inside the map