Re: [article] Triangle Terrain 1: The Basics
Posted by Foxpup on Tue Dec 21st at 11:39pm 2004
It'd be hell to try and find a leak in that mess, but the result is well worth it.

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Re: [article] Triangle Terrain 1: The Basics
Posted by G4MER on Wed Feb 23rd at 1:21am 2011
Thats why you put a nodraw under it. Leaks be gone.

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Re: [article] Triangle Terrain 1: The Basics
Posted by Le Chief on Wed Feb 23rd at 1:30am 2011
You shouldn't do that with this because the triangles are bsp geometry (goldsource doesnt have displacements) and the most optimum thing to do is fix a hole in the triangles rather than putting a null brush under everything to seal the world.
Apparently though regarding optimization, covering the sides/bottom of the triangles in the bevel texture (bevel = null + removes clip nodes) helps a lot.

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