Why...
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Elysium had to be restarted</div>Because there was just no way for me to redesign the old map to look like this on the outside. And I believe looking like this is what it takes to succeed in making the structural complexity of a NS map.
Comments
(As opposed to making the brushes to texture and then slapping "null" on the unseen, unculled faces.)
Visable faces are easier to click on. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
edit: The example is there to show my efforts to be efficient with planes. Perhaps a "before" shot would have been useful to make the point...
<!--EDIT|Killtoy|May 21 2002,02:15-->
And Killtoy, if you're doing that to save on planes, well, I understand. But one thing that I've been doing a lot of recently is when I put in rectangular brushes that are going to be touching the void, I make 100% certain that as many of the sides as possible line up with at least one other rectangular brush's face in my side, front, and/or top view. It seems to work just as well, and its a lot easier for me to do it that way.
<!--EDIT|Greedo386|May 20 2002,23:13-->
mine r teh boring.
Go back to mapping with your original work and continue, don't try and achieve complete efficiency, just finish something and evaluate it then. Constant evaluation on a work in progress is good, but don't overdo it if it just leads you to dislike your work.
Hmm, I'll have to post a VHE shot of the old Elysium as an example. The reason I posted this has nothing to do with the NULL texture. I know how the NULL texture works. I am using it this way to minimize r_speeds as much as possible, while not losing time hunting down every invisible face. (Didn't I say this somewhere already?)
This is about plane reduction, not r_speeds. The example is to show how I'm getting as many brushes as possible to share faces. I'm sure this is all old news to some of you, but it is something I had to learn through my failure in the old Elysium. I'm rendering rooms similar to my last Elysium project, but with more than 1/2 as many planes.
And reworking all my old geometry to fit this design style would have been difficult, timer consuming, and stressful. I am really pleased with the decision to restart, it was undoubtedly the right thing to do.