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ex-mod yeah. unless there's another TDE creeping around these forums when im asleep *cue spooky music*smoke said:aaahhh thanks for that,, hmm thats quite useful.
! are you the dark elf as in the moderator dark elf???
im con-f-used
The Dark Elf said:ex-mod yeah. unless there's another TDE creeping around these forums when im asleep *cue spooky music*
QUOTE]
ex-mod?
maybe i should put it in my sig? hehe. I thought people would have realised by now, its been like what, almost two months?Chris_D said:Yes, as in - he isn't a mod anymore.
well in the engine, nodraw would make a surface invisible, nothing to calculate on it, to basically ignore it (its not ignored by vis calculations otherwise using it on brushes to block vis wouldn't work.. and IIRC that works fine)CREMATOR666 said:I think nodraw only reduces the VBSP process, but not the VVIS, so if you really wanted to speed things up, use func_detail and hint brushes instead
mabye but its been almost EXACTLY two months since ive been on this site or any other hl2 related site.The Dark Elf said:maybe i should put it in my sig? hehe. I thought people would have realised by now, its been like what, almost two months?
The Dark Elf said:well in the engine, nodraw would make a surface invisible, nothing to calculate on it, to basically ignore it (its not ignored by vis calculations otherwise using it on brushes to block vis wouldn't work.. and IIRC that works fine)
func_detail stops smaller objects from cutting into other brushes, but it wont block vis (I think)
yeah, but you do know what vis is for right? vis simply works out what you can and can't see. So if your skipping things in vis and go and use func_details on all kinds of brushes just to make the initial vis time quicker. Then your map is gonna crawl. If vis see's through something, the engine will too, hence the point of vis and why a map compiled without it is always jerky and slow instead of smooth and fast.CREMATOR666 said:It doesnt block vis, but make vis skips the calculation, to save vis time...as I've heard. Func_detail brushes still casts shadows and can be intersected with other brushes still, it's just excluded from vis calculation process. Still, use nodraw whenever the situation allows you to, it's a life saver for lower-spec machines
The Dark Elf said:yeah, but you do know what vis is for right? vis simply works out what you can and can't see. So if your skipping things in vis and go and use func_details on all kinds of brushes just to make the initial vis time quicker. Then your map is gonna crawl. If vis see's through something, the engine will too, hence the point of vis and why a map compiled without it is always jerky and slow instead of smooth and fast.
Course func_details will still be lit correctly and have shadows, cause thats what RAD does. Rad being for lighting.
You should only ever use func_detail brushes for small or small/complex details that wont be used to block more detail beyond, so you don't use it for walls, and you can't use it to seal a map. So sticking them on everything to speed things up, you might aswell just skip vis entirely
well the way you were wording it made it sound like they both do the opposite thingsCREMATOR666 said:Ummmmm.....okey...I'm just saying he should use func_detail whenever it suits him so (windows, panels, ledges, etc.) and that NODRAW is used to help reduce performances struggle. Oh, and of course I know what they're all for, I've been mapping since the first HL1!!!!
Say I've got a single room building (a small wooden shack) with a spotlight entity in - by adding a nodraw brush in the doorway would that stop the light from having to be calculated from outside....or is that what occluders are for?CREMATOR666 said:It doesnt block vis, but make vis skips the calculation, to save vis time...as I've heard. Func_detail brushes still casts shadows and can be intersected with other brushes still, it's just excluded from vis calculation process. Still, use nodraw whenever the situation allows you to, it's a life saver for lower-spec machines
If you put the nodraw material on something, the brush remains solid, unless you make it an entity but then it wouldn't block the light i think.corkscru74 said:Say I've got a single room building (a small wooden shack) with a spotlight entity in - by adding a nodraw brush in the doorway would that stop the light from having to be calculated from outside....or is that what occluders are for?
Ooh my brain hurts!