Func_wall Or Brushes
rimj0b_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
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
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".