R_speeds

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Do soild colors add to r_speeds</div>what i mean is does a face coated in say the black texture still get split up where it tiles?

same question for entities coated in the aaa texture

Comments

  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    I think aaatrigger is an exception.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Yolmer, then again....aaatrigger isn't a solid colour(color)  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> lol
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Yes, as Manah wrote, the black texture still adds to r-speeds.  The funny thing about the black texture is thaqt you won't be able to see the split lines using gl_wireframe 1.  This is because the wireframes of faces use one of the color registers in the texture, and because the only colors in the black texture are 100% black, the wireframes are black too.

    Also, just to make something clear, faces are not split up based on each texture tile or repetition.  They are split every 240 pixels, regardless of the size or shape of the texture applied.  It is only the area which this 240x240 region will cover that can be adjusted by scaling the texture.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    The good thing about textures all of one color, you can scale them up to like 50 and it doesnt look any different, scale it up and it will use reduce the numbers of patches.
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    <!--QuoteBegin--HanzGruber+April 04 2002,05:34--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ April 04 2002,05:34)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Yolmer, then again....aaatrigger isn't a solid colour(color)  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> lol<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    No, but he asked about aaatrigger too.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Simplest way of using solid coloured surfaces is to set the texture to 'fit' on the surface, that way it will use only one face for that surface (If its rectangular). This doesn't work if the surface is huge, since texture stretching above 50-100 causes HLRAD errors (Bad Surface Extents?).

    The engine doesn't care what a texture consists of, it only goes by the size. So BLACK and AAATRIGGER are treated just like any other 16x16 texture. Though with AAATRIGGER it's usually used with invisible entities, so the engine doesn't render it anyways... I'm not sure why you'd want to use it visibly <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|Yamazaki|April 04 2002,11:17-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Theres a limit to the strech you can do to a texture ( i think ZHLT is around 254 times bigger (not sure about smaller)
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    ok i thought they added to r_speeds but i just had to check

    Relic Hmm i've never heard that before, so your saying no matter how much i scale up or down a texture i'll still get the same r_speeds if the face stays the same size?

    Yama i was thinking like you cover a func_door or any other entity that isn't invisible by defult with aaa (or any other texture for that matter) then make it invisible through render mode. would it add to the r_speeds?
    (hope you understand what i'm getting at)

    and another question

    does a block coated with the {blue texture then made into an entity, then made invisible via rendermode solid 255, add to r_speeds?
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin--> so your saying no matter how much i scale up or down a texture i'll still get the same r_speeds if the face stays the same size?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    No!  Just the opposite.  I'm saying that scale is the <b>only</b> thing that <i>will</i> change the number of times that a face is split due to texturing.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->does a block coated with the {blue texture then made into an entity, then made invisible via rendermode solid 255, add to r_speeds?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yes.  You will still be able to see this block if you switch to software rendering and type r_drawflat 1 in the console.  This is actually a very good way to see how things are slit up into w-polys.  Gl_wireframe 1 and gl_wireframe 2 can be useful too, but r_drawflat will make it VERY obvious.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    so the scale affects the number of times the face gets split

    and does the shift affect anything, like where it starts measuring the 240x240 pixels from? <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--Mouse+April 04 2002,20:39--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Mouse @ April 04 2002,20:39)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->so the scale affects the number of times the face gets split<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yes.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and does the shift affect anything, like where it starts measuring the 240x240 pixels from? <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    I don't think so.  These divisions are made either based on the world origin or maybe the face origin.  There is really no way to control this directly.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    okey dokey <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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