Using The "null" Texture
Coroner
Join Date: 2003-09-18 Member: 20994Members
<div class="IPBDescription">and then retexturing</div> Ive been told that if you basically do an CTRL+A (select all) and texture EVERYTHING on a map in the null texture, and then go through and retexture the map on just the inside visible surfaces of all the brushes, that it will reduce compile time and greatly increase game stability on the map. Is there any truth to this? If I was to do something like this on my near finished map, I would definantly want it to have results.
Comments
Edit: Also, by the way, there is now a mapping questions forum linked at the top, that would probably be the right place to put this.
make a flat-coloured texture named aaa_null or something... it loads the 1st alphabetical texture when you open hammre so you can madly place brushes and then replace them all later. unless you want a flat coloured map.
if you retexture as you go, you definitely have to keep the null in mind.
<!--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-->Are you referring to the "method" where you texture every brush as NULL and then only texture the inside of your map? Because although the NULL texture is useful, that method is primarily a misconception. The compiler removes MOST the map's outside and unseen faces automatically. There are ways to reduce r_speeds using NULL, but the method I've been hearing about isn't correct, although it may reduce r_speeds by "fluke."
I've found two ways to use NULLs to significantly decrease wpolys and r_speeds. One is on the backside of brushes that are in the map but you never see that side or can't get behind the brush (say, on the back of a round pipe placed a few units away from a wall.) This will only be effective if there is a spot where VIS thinks it can see this side (say, around a corner or bend.) NULL can also be placed on very small or barely visible faces that are present on detailed brushes.
The other is on solid brush entities, on the sides that are flush with or inside the walls (these sides are still visible a lot of the time, because brush entities don't integrate into the level geometry or get culled.) This can really help if you use a lot of func_walls or somesuch to prevent funny shapes from breaking up your faces too much.
Hopefully this will dispel any rumours. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->