Journal #5091

Posted 16 years ago2008-05-23 17:15:52 UTC
Striker StrikerI forgot to check the oil pressure
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 ?

7 Comments

Commented 16 years ago2008-05-23 17:24:57 UTC Comment #56083
I always build my map out of the null texture. You need to NULL ALL the sides the player never get to see. So also the bottom side of a box for example.

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 :)
Commented 16 years ago2008-05-23 17:31:07 UTC Comment #56079
when i make a new chamber first I build it with textures , then I null everything and retexture . All the details are func_walls. And because all the details are func_wall , I MUST separate now my level in 2 maps because I get the error " no free edicts" and some lasers aren' working ....
Commented 16 years ago2008-05-23 17:44:03 UTC Comment #56082
I would nodraw what you're building first.
Commented 16 years ago2008-05-23 18:13:43 UTC Comment #56077
Maybe, but then you may have to resize brushes to make textures look nice and fit.

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
Commented 16 years ago2008-05-24 09:03:39 UTC Comment #56080
Wrong . I made some test before I started to make the sven coop campaign and if I nulled all the outside faces the r_speeds dropped with 6 ( the original r_speeds were 12 - it was just a chamber)
Commented 16 years ago2008-05-24 11:18:53 UTC Comment #56078
Every new brush I made I usually have the 'Nodraw' texture assigned and I then apply the desired texture. Of course I don't always do this so I later go over brushes with the 'Cover all the faces in this shiz yo' and retexture...
Commented 16 years ago2008-05-24 12:12:50 UTC Comment #56081
I'm talking about null textures . Hl 1

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