Which of these would render/compile fastest?

  • Thread starter Thread starter Matthew
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Matthew

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Okay, the top image is what I'd start with to make a curver corner or something, etc. Take it in stride.

The second image down is what I assume the pieces would look like after I took off various using either carge or clipping.

The third image, is if I had set the end where the corner would be aside before clipping, etc.

Which of the two ways would be the best for the engine to render and compile? Which would run faster?

 
RPGreg2600 said:
Why not just make it out of one brush and cut it?

Its made out of one brush, but it will be auto divided if you carve/cut edges off.

It's better to do something like that to to your brushes before hand and minimize the amount of polygons built after the cut.
 
you could just make it out of one block using vertex manipulation, as your shape is convex. the internal faces wont matter in any case afaik.
 
number 2 would theoriticly be fast, not that you would sense any difference though.

The reason is that it would be 1 less polygon :D
 
Make the curve like this:



The two black brushes would be the intersecting walls, then the part in red is where your picture would go, however it would be faster to use "pie slice" brushes like shown. Then turn the red brushes into func_detail entites.

To save even more recources, cover all faces that can not be seen by a player with the tools\toolsnodraw material. In this case, all of the "pie slice" faces except for the outer facing faces(the faces that make up the accual curve) should be coverd with the tools\toolsnodraw material, along with the end face on each wall that is touching one of the "pie slices".
 
Number 3 has more polgons than all 3 of them.
 
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