A Question

tseepratseepra Join Date: 2002-12-11 Member: 10530Members
<div class="IPBDescription">or two</div> Do func_walls have any down sides I'm not aware of? Lets say I change all my light into func_walls to stop them cutting up my faces to lower my r_speeds, they only take one entity if I tie them all to the same one right? So what is stopping me from turning almost all my pipes and such to func_walls to lower r_speeds. There must be something I missed.

Also how is texture usage counted, I just finnish my marine start and it is alread 1.53mb out of 4mb max. How do I lower texture usage?

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Func_walls, along with all other entities, are ignored by VIS and are drawn as all or nothing when the game is running. Large entities (the exact number varies, but anything that doesn't fit in a 256 unit cube seems to fit this category) will always appear to normal (non-commander) players at up to twice the commander's view width away even if there are worldspawn walls blocking line of sight.

    Texture usage numbers are based on the need to store the images in memory. The first time you use a texture name, it'll add to your usage. When you reuse a texture name that's already in your map, the usage won't change--the texture is loaded into memory on the first use and then referenced for the others. The amount used by a texture is directly proportional to the texture area in pixels.

    To lower texture usage, you'll have to completely remove all copies of a texture from your map.
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