func_wall and carving Created 19 years ago2004-08-30 16:09:13 UTC by Propaganda Propaganda

Created 19 years ago2004-08-30 16:09:13 UTC by Propaganda Propaganda

Posted 19 years ago2004-08-30 16:09:13 UTC Post #55314
Is it true that a func_wall entity won't carve a world brush on compile if it's touching it? If so does this cause any other problems, like an increase in r speeds? Also does anyone know a good tutorial on reducing r speeds and making playability better, like tips and tricks. I am also looking on a tut for creating static triggered explosions and env_shake like in dod_caen. Thanks all.
Posted 19 years ago2004-08-30 16:46:19 UTC Post #55328
Posted 19 years ago2004-08-30 17:17:48 UTC Post #55342
Is it true that a func_wall entity won't carve a world brush on compile if it's touching it?
True. Entities however are not used during the VIS process so they don't block sight. Type 'gl_wireframe 2' in the console to see all faces that the engine renders at that time, and do some tests. You'll see what I mean.

Lower r_speeds? Better playability? Why not try Google? ;)
Posted 19 years ago2004-08-30 17:54:47 UTC Post #55345
Ok so what are acceptable numbers for r_speeds and w_poly count? Is there a guide for this? Thanks CP and habboi.
Posted 19 years ago2004-08-30 17:59:59 UTC Post #55346
w_poly of 800-900 is usually acceptable for maps, assuming the player has a half-decent computer.

e_poly definitely depends on computer speed. It's model polygons, though, so it shouldnt be gigantic unless you're putting rooms full of scis or grunts or lots of prop models.
RabidMonkey RabidMonkeymapmapmapfapmap
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