room corners

room corners

Re: room corners Posted by Elon Yariv on Tue Mar 14th 2006 at 9:51am
Elon Yariv
130 posts
Posted 2006-03-14 9:51am
130 posts 63 snarkmarks Registered: Mar 4th 2006
User posted image

Which one of the floor is better. The one near the right corner.(made out of one block and not aglined with the wall) Or is the left one better.(made out of many brushed, and perfectly aglined with the curve in the wall) :confused:
Elon Yariv
Re: room corners Posted by Orpheus on Tue Mar 14th 2006 at 11:18am
Orpheus
13860 posts
Posted 2006-03-14 11:18am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Dude, I cannot see whats in that pic. My advice, do not waste time "molding" the floor to the wall. Set the damned wall on the floor and let the compile engine chop it up at will. If it bothers you that its chopping the floor to s**t, make most of the corner a func_wall.

There are a few corner tutorials here, perhaps one of those will help.

I didn't make this yellow because IMO its not an editing question. Its an architectural preference.

The best things in life, aren't things.
Re: room corners Posted by Elon Yariv on Tue Mar 14th 2006 at 11:40am
Elon Yariv
130 posts
Posted 2006-03-14 11:40am
130 posts 63 snarkmarks Registered: Mar 4th 2006
I read them all! They are nice but non answer this question. It's not hard to mold the floor to the wall, I just want to know if it's good to do it.
Elon Yariv
Re: room corners Posted by Orpheus on Tue Mar 14th 2006 at 11:54am
Orpheus
13860 posts
Posted 2006-03-14 11:54am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Good/Bad.

Thats a personal preference setting if I ever read one.

If you like, you can solve this yourself, since ultimately is is a personal preference.

Compile the example you've shown. Load the map and do this:

1) turn on your r_speeds command.
2) look at the corner.
3) note differences.
4) turn off r_speeds and turn on gl_wireframe 1 or is it 2?
5) look at each corner and note the differences.

Ultimately you have two goals to meet.

1) LOWER r_speeds
2) Less pieces when you look at the corner.

Whichever gives you the least damage, is your preferred method.

End of story.

The best things in life, aren't things.
Re: room corners Posted by Dark_Kilauea on Tue Mar 14th 2006 at 1:24pm
Dark_Kilauea
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Posted 2006-03-14 1:24pm
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Set the corner to a func_wall, and leave the floor as one piece.

No reason to waste polys. :smile:
Dark_Kilauea
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Re: room corners Posted by Elon Yariv on Tue Mar 14th 2006 at 3:11pm
Elon Yariv
130 posts
Posted 2006-03-14 3:11pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
4) turn off r_speeds and turn on gl_wireframe 1 or is it 2?
Can't OpenGL doesn't work for me, only direct3D and softwere. Non of these two can use any of the GL commands. As for checking the R_speeds, I'll try but can't someone check the wireframe for me? Will be more help full. It might be that in that corner the r_speeds will be lower but who knows how vis will split the floor across the room...
Elon Yariv
Re: room corners Posted by fishy on Tue Mar 14th 2006 at 5:26pm
fishy
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Posted 2006-03-14 5:26pm
fishy
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both ways that you have shown would be considered 'good', as none of them would cause any problems. you can also make the floor as a single brush, as it would fit the space and still remain convex, but you'd need to be familiar with vertex mode to do that.

if you make any of the brushes into func_walls to save polys, then you would also be making the brushes invisible to vis, and that might push your r_speeds up. it would depend on what's behind the wall.
i eat paint
Re: room corners Posted by Captain P on Tue Mar 14th 2006 at 7:20pm
Captain P
1370 posts
Posted 2006-03-14 7:20pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I wouldn't put inwards curves into func_walls myself, as there's no real gain attached to it, but there is the loss of VIS-blocking.

Anyway, I'd say, don't waste time on aligning your floor brushes with the walls like that. It only costs more time, but what do you gain with it? Even if it would save you a 2 or 3 polygons, then that's still not significant if you ask me. :smile:
Some little time put into planning a map will be much better for performance than the time put into this kind of optimizations (unless there's a very lot of these things, but hey).
Create-ivity - a game development blog
Re: room corners Posted by Elon Yariv on Tue Mar 14th 2006 at 9:31pm
Elon Yariv
130 posts
Posted 2006-03-14 9:31pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
Yeah you're right, captain P. :smile: Ok, problem solved.
Elon Yariv
Re: room corners Posted by Orpheus on Tue Mar 14th 2006 at 10:35pm
Orpheus
13860 posts
Posted 2006-03-14 10:35pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Elon Yariv said:
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>4) turn off r_speeds and turn on gl_wireframe 1 or is it 2?
Can't OpenGL doesn't work for me, only direct3D and softwere. Non of these two can use any of the GL commands. As for checking the R_speeds, I'll try but can't someone check the wireframe for me? Will be more help full. It might be that in that corner the r_speeds will be lower but who knows how vis will split the floor across the room...</div></div>

Load software mode and use r_drawflat 1 .. Tis, IMO much better than gl_wireframe since it uses colors instead of wires.
fishy said:
if you make any of the brushes into func_walls to save polys, then you would also be making the brushes invisible to vis, and that might push your r_speeds up. it would depend on what's behind the wall.
Exactly.. except, using func_walls also reduces the cuts in the flooring/ceilings. So, there is a gain as well.
Captain P said:
I wouldn't put inwards curves into func_walls myself, as there's no real gain attached to it, but there is the loss of VIS-blocking.
Here again, it all depends on properly applied. If the wall behind is flat, then the visblock would show a flat wall. flat wall = lower r_speeds.

The downside is, if you forget and make an outside wall func.. it will make a hole.

This is all moot really because I only use the corners you see in my tutorial. I tried every corner imaginable and always came back to it because... It saves R_Speeds.

/story

The best things in life, aren't things.
Re: room corners Posted by Dr Brasso on Tue Mar 14th 2006 at 10:48pm
Dr Brasso
1878 posts
Posted 2006-03-14 10:48pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
the radius of the curved wall could be used as a perimeter outline for the floor...cut a square chunk in the floor which equals the radius, chop that into chunks that align with the curved wall....youve at least controled the splits when the compile gets done. i havent looked at hl1 texturetools lately. do they carry the nodraw texture since the steam folks raided it?

Doc B