Nodraw

Nodraw

Re: Nodraw Posted by Spartan on Sun Nov 7th 2004 at 5:22am
Spartan
1204 posts
Posted 2004-11-07 5:22am
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
I won't get to use the new editor for a little while but I have been reading around and apparently something called nodraw happens to be an apportant part of making maps for CS:S. Can someone who is using the editor right now tell me what this nodraw does?
Re: Nodraw Posted by KungFuSquirrel on Sun Nov 7th 2004 at 5:24am
KungFuSquirrel
751 posts
Posted 2004-11-07 5:24am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
nodraw is the equivalent of caulk in Q3/D3 and null added to the MHLT tools in HL. Just deletes that face/those faces from the renderer. Useful behind models, backfaces of brush entities, etc. etc. Also required behind the new func_detail entity to seal the world.
Re: Nodraw Posted by Spartan on Sun Nov 7th 2004 at 5:41am
Spartan
1204 posts
Posted 2004-11-07 5:41am
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
I saw in a pic of DOD source that they were using a brush with the nodraw texture on it to do a lighting trick.
Re: Nodraw Posted by Captain P on Mon Nov 8th 2004 at 7:55am
Captain P
1370 posts
Posted 2004-11-08 7:55am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Func_detail... as a replacement for func_wall wich we always used to make the VIS process a bit easier?
Re: Nodraw Posted by ReNo on Mon Nov 8th 2004 at 7:58am
ReNo
5457 posts
Posted 2004-11-08 7:58am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Correct - func_detail is a new entity that has the inherent properties
of a brush entity (in that it doesn't cause face splitting when
touching a world brush, doesn't block visibility, etc...), but it has
none of the performance overheads associated with entity brushes as it
has no extra data like func_walls do.