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What I want to talk about in this section is the 'Properties' tab for a
regular brush, and how those properties influence the framerate and aspect
of a map:
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Most of the info for each property can be
obtained by simply clicking the name of the
property. That's why I won't talk about
properties like 'solid' or 'translucent'.
However, we'll be talking about 'lightmap',
'subdivide', 'invisible' and 'nonexistant'.
a. Invisible
Turning this true will make your brush
invisible. It'll still be in your level; if
they're solid, you can still bump into them,
although you won't see it. While invisible,
it doesn't matter the texture applied.
b. Nonexistant
A nonexistant brush 'lives' only in DEdit.
It won't appear in your level. Useful mainly
as a ruler.
c. Lightmap
One of the best way to shade a brush is
through LightMapping. You'll get the most
natural-looking shaddows ever. However,
this will also increase the poly count
(see modmakers tutorial and the docs that
came with the tools).
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d. Subdivide
We'll be spending quite some time talking about this one ...
Usualy, when you have two brushes intersecting like this, the processor will
split the brushes using the planes of one of them to split the other one.
Worst case scenario? More than 4 brushes instead of two:
You'll probably say: "So fucking what?". Well! How many faces (polies) has
a cubic brush? 6 you say? OK! Now two brushes that don't intersect, each
having 6 polies gives us 12 polies. Two brushes that intersect (that is at
least 4 brushes!) will give us 24 polies. Ouch! The poly count just doubled!
That's the reason why all tutorials state repeatedly 'have your brushes
touch neatly, but do not intersect them'.
However, you might need a structure that has intesecting brushes. What to do?
For start, we'll turn the 'Subdivide' flag to "FALSE" on the intersecting
brushes:
To make sure that we won't split our brushes, when processing, we'll clear the
'Fix T-junctions' checkbox:
Now we can intersect those brushes in any way we like. We'll still have only
12 polies.
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