Equivalent of null in HL2?

Equivalent of null in HL2?

Re: Equivalent of null in HL2? Posted by $loth on Sun Nov 14th 2004 at 9:15am
$loth
2256 posts
Posted 2004-11-14 9:15am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Whats the equivelant of the null texture in HL2 if there is one, I can't see one in the new hammer, so am I right in saying theres something different in the source enginge which eliminates the need for the null texure?

Help appreciated.
Re: Equivalent of null in HL2? Posted by coldbladed on Sun Nov 14th 2004 at 9:51am
coldbladed
62 posts
Posted 2004-11-14 9:51am
62 posts 6 snarkmarks Registered: Nov 11th 2004
Are you talking about a texture that doesn't render?

Cause that texture is called "No Render"
Re: Equivalent of null in HL2? Posted by Forceflow on Sun Nov 14th 2004 at 9:52am
Forceflow
2420 posts
Posted 2004-11-14 9:52am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Does it perform better when I apply the "no render" texture to all of my non-visible brush sides ?
Re: Equivalent of null in HL2? Posted by Leperous on Sun Nov 14th 2004 at 11:08am
Leperous
3382 posts
Posted 2004-11-14 11:08am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
tools/toolsnodraw (just search for "nodraw")

After looking at where it's used in the CS:S maps, it looks quite important/handy...
Re: Equivalent of null in HL2? Posted by KungFuSquirrel on Sun Nov 14th 2004 at 3:05pm
KungFuSquirrel
751 posts
Posted 2004-11-14 3:05pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Forceflow said:
Does it perform better when I apply the "no render" texture to all of my non-visible brush sides ?
Nodraw should be used like Caulk in Quake 3/Doom 3 editing (though the better comparison is, well, nodraw :razz: But ignore that for now). Some people get in the habit of building their entire layout in caulk or null in both editors, but that's not necessarily useful - all world geometry faces that are invisible in the world are culled during compiling, so it's not really necessary to do that.

Models and detail entities don't figure into vis calculations, nor do they seal the world. This means that any polys behind them will still be rendered - giving what's called 'overdraw.' This is more expensive and more of a problem in newer engines as each polygon and material takes more and more passes by default. What you do, then, is place nodraw brushes behind these details, eliminating as much overdraw as possible. It'll also greatly simplify vis calculations in many cases, as it simplifies the surrounding geometry. I don't know the exact areaportal implementation in HL2, but it can also give you some cool options that way... but I'll leave you to figure those out for yourself. :wink:

Some entities (func_breakable_surf, if I recall?) require you to texture all but one face with nodraw, and the remaining face is rendered from both sides.

From the looks of things, there are also still some cases where using 1 unit thick func_illusionaries is necessary.
Re: Equivalent of null in HL2? Posted by Forceflow on Sun Nov 14th 2004 at 3:23pm
Forceflow
2420 posts
Posted 2004-11-14 3:23pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
So it's only useful behind models and detail entities, and not let's say on the bottom side of a cube you're walking on.
Re: Equivalent of null in HL2? Posted by KungFuSquirrel on Sun Nov 14th 2004 at 4:01pm
KungFuSquirrel
751 posts
Posted 2004-11-14 4:01pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Right. However, if the face is visible in the world from any point, but say you'll never see it, you can save some lightmap data by removing the face (even if the face normal is away from you and thus not rendered). Or, if you still decide to make a brush 1 unit off the ground for some reason, the bottom of that would be a good spot. :smile:
Re: Equivalent of null in HL2? Posted by $loth on Sun Nov 14th 2004 at 5:54pm
$loth
2256 posts
Posted 2004-11-14 5:54pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Thanks peeps, I really need to keep within my 'budget' on this map I think, some areas could get quite big.
Re: Equivalent of null in HL2? Posted by Forceflow on Sun Nov 14th 2004 at 6:14pm
Forceflow
2420 posts
Posted 2004-11-14 6:14pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
ty for the explanation, KFS. I got it.