making an unseen brush face null Created 18 years ago2006-08-17 15:50:54 UTC by eightballrota eightballrota

Created 18 years ago2006-08-17 15:50:54 UTC by eightballrota eightballrota

Posted 18 years ago2006-08-17 15:50:54 UTC Post #193760
Hello all, I've read somewhere (can't remember) that you can vastly save on resources by making all unseen brush faces null (no texture) I've tried doing this in hammer, when you assign a texture to something, in the shift A box, the first one is blank, but it doens't seem to work, the texture is still there. For instance, my map is basically a big box (a bar) and all the wall/floor/ceiling textures are visible from the void (which is pointles) but how to remove them?

I have alot of breakable stuff in my map (and its a small map) and some of the objects don't appear until some have been destroyed (I get a message in console saying something like this) Are there any other way to save on resources?

I'm sure this has been answered before, but i searched and couldnt find it (i used "brush face null" as my search) You guys are very helpful, and your tutotials on the site are awesome by the way. I wouldn't be able to map without them.
Posted 18 years ago2006-08-17 16:44:08 UTC Post #193765
To make a face not appear, you should use the NULL texture that came with ZHLT.wad, you don't actually remove the texture in the editor.

But putting the NULL texture on the outside of your box will be pointless, because (if your map is compiled properly) every face exposed to the void will be automatically removed. Same goes for when you have, say, two normal solids that are touching eachother. The faces that are touching will be stripped away.

As for the breakable stuff, I'm really not sure what to do. There's a limit to the number of breakable entities you can have in your map.
Posted 18 years ago2006-08-17 17:04:15 UTC Post #193766
Sorry to interupt your HL1 thread ;) but does that apply to Source too? or only HL1 (the null'ing/no-draw'ing of the texture if it's facing the void... that is)?
Posted 18 years ago2006-08-18 15:45:04 UTC Post #193825
It applies to Source as well.
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