Re: nodraw on every non-visible surface?
Posted by Campaignjunkie on Thu Dec 30th at 11:43pm 2004
If you texture each non-visible surface with NODRAW, all you'll get is
possibly a marginal decrease in compile time, that's all. Most
non-visible surfaces will usually get "thrown away" or culled by VBSP
when you compile anyway. Bottom line is: Unless you're bored or hitting
map memory limits, don't bother.
You should NOT make walls func_detail, you will want walls to block
visibility. Basically you should func_detail possibly railings,
columns, doorframes, etc., pretty much non-essential things. It's the
replacement for "func_wall" optimizations in Half-Life 1 mapping,
except better.
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Campaignjunkie
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Re: nodraw on every non-visible surface?
Posted by Livett on Fri Dec 31st at 12:04am 2004
Cheers, i have completely read through the whole SDK mapping documentation and I understand roughly now how to optimize my map. Only one more thing... Is there anywhere a reference to what each bar means and how you can decrease it's drawing time when you press '+showbudget'?
Livett
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Re: nodraw on every non-visible surface?
Posted by Campaignjunkie on Fri Dec 31st at 12:54am 2004
Most of it should be self-explanatory. If you want to see what exactly is being drawn, type mat_wireframe 1
in, and it'll overlay a wireframe over everything. In general though,
you should be using props for the majority of your detail - they are
much cheaper than world geometry (brushes). If you find too much is
being drawn at once, change the "Fade In / Fade Out" properties of
props or consider changing some brush detail to func_lod.
VIS for HL2 is much faster than for HL1, but also much less accurate.
There will most likely be a lot of overdraw. Tinker around with area
portals for that, I guess.
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