Func_wall Or Brushes

rimj0b_r0dentrimj0b_r0dent Join Date: 2003-03-16 Member: 14581Members
<div class="IPBDescription">Which compile faster?</div> I'm making a bunch of monitors that have texlights on them. Should I make them func_walls or just world brushes? Each is free standing and doesn't touch anything. Which is better to use? since I have a lot of them, which can speed up my compile process or get me lower r_speeds?

Comments

  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    if they dont' touch any thing, then you can leave them as world brushes

    if the room is masive, then a few banks in the middle, like a big + sign, can save on some r's as well, but thats also where the player is, and how tall the screens are

    amckern
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    If the objects are small,
    not touching any wall and
    having lots of new faces not in the same "plane" as the whole world,
    they make compiling slower if they are solid (especially vis and rad).
    They also make your mapfilesize larger.
    If they touch walls much OR have not that much detail, solids are the better choice.

    If they are brushes it increases r_speeds and server traffic relative to its polygon count and size.

    Lots of Func_Wall`s are bad for NS because of the entity count.
    It makes servers slightly slower pings higher and crashes more possible.

    search for "r_speed optimizing" and "leaf generation".
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