R_speeds, Func_walls, Entities And Serious Sam
DjArcas
Join Date: 2002-11-11 Member: 8187Members
<div class="IPBDescription">Non strictly NS, but not strictly NON NS</div> First off, I haven't done HL mapping in a few years now... been very taken with the power of the Serious engine, and now having gone back, I'm finding it hard to adjust, or at least to remember what is good, and what is not...
The Serious engine performs run-time vis culling and lighting - to aid the engine in this, you create the visibility blocking architecture with world brushes, and you create anything that doesn't block vis (light brackets, complicated shaped things, pipes on walls etc) with "detail brushes" aka func_walls.
My question is this.
Currently I've got a series of lights running down a corridor, in the floor. If they are normal brushes, then they split the floor into quite a few polys. If I make them func_walls, then they don't do so - but which is better?
I'm also under the impression, perhaps incorrectly, that func_walls are drawn using epolys, not wpolys, so it's also a way to keep the wpoly counts down.
I keep reading about the entity limits in the game, and am wondering about hitting them.
To sum up - should I continue with what the Serious engine ingrained into me - that anything that can't block visibility or cast shadows should be a func_wall, and everything else should be a world brush.
(as an aside, I wish NS was based on the serious engine - how does LOD on world brushes, variable shadow detail on a per facet basis, LOD turning distant windows into walls to block vis and doors that block vis when they're shut grab ya? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
The Serious engine performs run-time vis culling and lighting - to aid the engine in this, you create the visibility blocking architecture with world brushes, and you create anything that doesn't block vis (light brackets, complicated shaped things, pipes on walls etc) with "detail brushes" aka func_walls.
My question is this.
Currently I've got a series of lights running down a corridor, in the floor. If they are normal brushes, then they split the floor into quite a few polys. If I make them func_walls, then they don't do so - but which is better?
I'm also under the impression, perhaps incorrectly, that func_walls are drawn using epolys, not wpolys, so it's also a way to keep the wpoly counts down.
I keep reading about the entity limits in the game, and am wondering about hitting them.
To sum up - should I continue with what the Serious engine ingrained into me - that anything that can't block visibility or cast shadows should be a func_wall, and everything else should be a world brush.
(as an aside, I wish NS was based on the serious engine - how does LOD on world brushes, variable shadow detail on a per facet basis, LOD turning distant windows into walls to block vis and doors that block vis when they're shut grab ya? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Comments
Remember you can use hint brushes as well to cut down on r_speeds.
*grins*
There is in Serious Sam <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I'll do my best to curb my instinct to pop anything that's not casting shadows and is splitting world polys into a func_wall then.