Re: Null textures...
Posted by Optional on
Tue Apr 6th 2004 at 4:16am
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Someone told me a while ago that if you apply Null texture to faces of brushes that arn't seen ingame, it saves WPoly. Well, I've tested it, and it didn't work. Does anyone disagree or know something about it?
Re: Null textures...
Posted by Tracer Bullet on
Tue Apr 6th 2004 at 4:24am
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Occupation: Graduate Student (Ph.D)
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I think it depends on what faces you texture with NULL what affects it will have. for instance, if you texture a face that is outside the visability hull of the map, it will be discarded anyway and NULL texturing will not benifit you. on the other hand, if the face is not ever going to be directly visable to the player, but still within the visability hull, then it might save you somthing to put the NULL texture on it.
That is my understanding, but I've never tried it out to be sure.
Re: Null textures...
Posted by KungFuSquirrel on
Tue Apr 6th 2004 at 4:27am
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Null texturing is tricky, so it's not surprising you had problems implementing it. Here's some key points to remember:
X - Any faces that touch the void will be automatically culled (removed) by CSG, so you won't notice any drop in wpoly if you texture the outside of your map in null, for example.
X - Adding null to non-visible faces on brush entities can spare some wpolys depending on what sort of angle you view them from.
X - Null can be used like the caulk texture from the Quake 3 engine - simply place a null brush behind brush entities. You can also create a box textured in null and fill it with more complicated detail. I used this method to construct the infestation on the ceiling of the Eclipse Command hive in ns_eclipse and the floor and ceiling both in the Computer Core hive, though I eventually changed the floor back to the black texture - null caused a problem in the minimap auto-generation.
X - Null will remove lightmaps as well as the faces themselves, so placing null on non-visible surfaces that are -not- automatically culled by CSG (i.e. you could otherwise see them in the map) can slightly speed up lighting and slightly drop file size.
X - Trigger brushes, while not visible, still take lightmaps. Texturing your triggers and other invisible brushes in Null can make a notable difference.
Null is sometimes hailed as a bit more of a godsend than it really is, but keeping these applications in mind can help you squeeze as much life out of it as you possibly can. Hopefully this helps your understanding of it a bit more, and you'll have a better idea of what results to expect from various uses of the texture.
Re: Null textures...
Posted by Gorbachev on
Tue Apr 6th 2004 at 5:10am
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It can be a godsend in certain cases, in a lot of dmc or enclosed spaces it won't make much of a difference. But in outdoor maps like what I'm making it does help a ton. To be able to remove unseen faces gives me a lot more to work with.
Re: Null textures...
Posted by 7dk2h4md720ih on
Tue Apr 6th 2004 at 2:06pm
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Oct 9th 2001
I find it very useful when making areas players can see but can't access.
Re: Null textures...
Posted by esechre on
Wed Apr 7th 2004 at 4:25am
esechre
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merls half life tools. And i think he was saying that it didnt reduce wpolies.
-BB
Re: Null textures...
Posted by Gorbachev on
Wed Apr 7th 2004 at 4:44am
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It wouldn't be reducing wpolies if he didn't have the right tools. It'd just show up as a regular texture. Merl's tools are good and have the ability to use NULL.
Also, hey Optional, I didn't even recognize you :razz: