How should i best deal with this window

How should i best deal with this window

Re: How should i best deal with this window Posted by ben_j_davis on Thu May 12th 2005 at 1:01pm
ben_j_davis
69 posts
Posted 2005-05-12 1:01pm
69 posts 27 snarkmarks Registered: Mar 22nd 2004
The map that i am currently making for CS:S is very big. Therefore i want optimise as much as possible. I have a very large complex window in one of the rooms which i wanna know how best to deal with.

User posted image

There are no overlapping brushes currently. But i want to add glass.

Should i A: create a massive brush which strectches over the hole thing (func_wall). Or

B: Create lots of tiny glass brushes to fit in all the holes. Or

C: ???

Is there anything else i can do to help reduce compile times etc with this window?

Any thoughts would be great. This is a recreation of a leisure centre so i dont want to change the layout of the window.

Cheers
Re: How should i best deal with this window Posted by Andrei on Thu May 12th 2005 at 3:11pm
Andrei
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Posted 2005-05-12 3:11pm
Andrei
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Although overlapping brushes are best to be avoided, the won't kill your
framerate like so many small brushes will. Go for A. OR, if you're not
supposed to go outside, you can make a large window brush and place it
beyond the window bars. No one will notice.
Re: How should i best deal with this window Posted by DrGlass on Thu May 12th 2005 at 3:16pm
DrGlass
1825 posts
Posted 2005-05-12 3:16pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
if you dont plan on the glass breaking, then make one big brush.

I think that as long as those frame brushes are func_detail then you will be ok as far as placeing a large window.

Also on a side note, be sure to apply nodraw texture to anyface the
play will not see inside your map (i.e. the top of those horizontal
window frames, but not necessary on the outside of walls that face the
'void')
Re: How should i best deal with this window Posted by SaintGreg on Thu May 12th 2005 at 3:16pm
SaintGreg
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Posted 2005-05-12 3:16pm
212 posts 51 snarkmarks Registered: Dec 3rd 2004
Either way if you have several brushes or if you have one large brush,
it shouldn't affect your compile time at all. If they aren't
going to be breakable, and you have a texture that will fit right, I
would make it into one large brush, since that should require less
polies. But its really up to you, I doubt it will make that much
of a difference in the end. But maybe try both and see, shouldn't
be too difficult to try both.

By the way func_wall is deprecated, use func_brush.
Re: How should i best deal with this window Posted by ben_j_davis on Thu May 12th 2005 at 3:35pm
ben_j_davis
69 posts
Posted 2005-05-12 3:35pm
69 posts 27 snarkmarks Registered: Mar 22nd 2004
So would you say it was better to have all the frame work overlapping each other for less poly's or keep it as i have it now with no brushes overlapping?
Re: How should i best deal with this window Posted by fishy on Thu May 12th 2005 at 3:51pm
fishy
2623 posts
Posted 2005-05-12 3:51pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
ben_j_davis said:
So would you say it was better to have all the frame work overlapping each other for less poly's or keep it as i have it now with no brushes overlapping?
the only sure way to find out would be to try one of each, and see if either of them affect framerates better than the other. my 1st thought would be to make all the vertical brushes as world brushes, and overlap them with horizontal func_detail brushes. i'd also stop the vertical world brushes from touching the roof or floor. the glass would be a one piece func_detail, and the whole thing would have a clip brush over it to stop players snagging.
Re: How should i best deal with this window Posted by Rof on Thu May 12th 2005 at 4:15pm
Rof
210 posts
Posted 2005-05-12 4:15pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
Probably the "cheapest" way to do it would be to make the whole window
(glass + frame pieces) one big brush, with a custom texture that used
an alpha channel to control the transparency. Make the frame parts of
the texture opaque and the window parts transparent.

You'd also probably want an envmapmask so that the window parts were
reflective and the frame parts non-shiny. And if you really want to go
for it, a bumpmap so that the frames looked like they had some depth.

That should give you a much better render speed than making it out of
individual brushes, though I'm not sure how nice it would look close-up.
Re: How should i best deal with this window Posted by ben_j_davis on Thu May 12th 2005 at 4:59pm
ben_j_davis
69 posts
Posted 2005-05-12 4:59pm
69 posts 27 snarkmarks Registered: Mar 22nd 2004
At the moment its difficult to tell any large difference in framerate, cos as it's in the eary stages of the build, FPS is like 200+ most of the time.
Re: How should i best deal with this window Posted by DrGlass on Thu May 12th 2005 at 7:39pm
DrGlass
1825 posts
Posted 2005-05-12 7:39pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
If the player cant see the outside of the window then I would do it like this.

| | |

first line is one big pane of glass, make this a func_detail.

second is the vertical bars. These are also func_details.

the third line will be the horizontal bars, also func_details.

so each object rest infront of the others, so you dont have to have a
bunch of small brushes and you also dont have to have the brushes dont
pass through each other.
Re: How should i best deal with this window Posted by G4MER on Fri May 13th 2005 at 10:39am
G4MER
2460 posts
Posted 2005-05-13 10:39am
G4MER
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Or option C: if your any good at modeling, go in and make those windows a model with the glass in place, then use them instead.