Re: HOM effect
Posted by G.Ballblue on
Sat Jun 12th 2004 at 2:38am
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
I read a post on what the Null texture can do -- if it is put on face that faces away from the void (away I think) you get a HOM effect. Since the null texture can save resources, nulling pretty much every face that isn't visible to the player is a good idea (except faces that face the void).
But sometimes, you can get a HOM effect. I know what happens when you look at it --- you get blured vision in the area of the map. But if the player CAN'T see the area where the HOM effect is, can it cause a problem? Can to much of the HOM effect cause a problem as well? (i,e. Compile errors, eats up resources, HL crashes, etc).
Yippie Ki Yay!
Re: HOM effect
Posted by 7dk2h4md720ih on
Sat Jun 12th 2004 at 2:43am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
No, it's fine to do! :smile:
Any faces touching the void don't actually get rendered so that's why there's no need to null them.
Re: HOM effect
Posted by KungFuSquirrel on
Sat Jun 12th 2004 at 2:46am
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
HOM effects caused by a Null texture cause no problems in maps. The only problem would be if it were accidentally placed on a visible face.
Keep in mind that you won't actually save rendered polys on nulled backfaces, but you can save time and resources since the faces also don't need lighting calculations applied. It's a small benefit, but there's no sense wasting patches and compile time (even if only milliseconds) on those faces.
Re: HOM effect
Posted by G.Ballblue on
Sat Jun 12th 2004 at 3:12am
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
Alrighty --- thanks!
Yippie Ki Yay!
Re: HOM effect
Posted by $loth on
Sat Jun 12th 2004 at 6:27am
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
Wow, i was about to ask this question, on what is Null texture used for, thanx guys
/me starts up hammer
Re: HOM effect
Posted by wil5on on
Sat Jun 12th 2004 at 2:08pm
wil5on
member
1733 posts
570 snarkmarks
Registered:
Dec 12th 2003
Occupation: Mapper
Location: Adelaide
The NULL texture only works with MHLT, doesnt it?
Re: HOM effect
Posted by KungFuSquirrel on
Sat Jun 12th 2004 at 2:57pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
No, MHLT added it after Zoners 2.5.3, the final version. Only the MHLT and XP-Cagey tools support it.
Re: HOM effect
Posted by Forceflow on
Sat Jun 12th 2004 at 7:05pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Ah, so that's why it's included in the zhlt.wad.
ty :smile:
Re: HOM effect
Posted by Orpheus on
Sun Jun 13th 2004 at 5:55pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
seems to me, if your maps don't actually need this fancy smancy stuff, you are all worrying over nothing..
i have many releases, none used nulls, or skip textures, and all are well withing the limits of high framerate map fragging..
learn to map well, stop worrying about how to cheat the system ..
/ 2 cents
Re: HOM effect
Posted by JFry on
Sun Jun 13th 2004 at 6:42pm
JFry
member
369 posts
82 snarkmarks
Registered:
Mar 9th 2004
Occupation: Scumbag
Location: USA
1. I think Orph meant to say that there are more relevant things a mapper can focus on.
2. Using null doesn't speed up your frame rate at all it just helps make your compile go faster.
Re: HOM effect
Posted by Jinx on
Sun Jun 13th 2004 at 10:14pm
Posted
2004-06-13 10:14pm
Jinx
member
874 posts
692 snarkmarks
Registered:
Nov 27th 2002
Location: Ohio
NULL is just one of many tweaks you can use to lower rspeeds... sometimes it's not that useful, other times it's VERY useful. When you are trying to do a map that kinda pushes what you might normally do in HL, every little bit of tweakage helps.
Re: HOM effect
Posted by Orpheus on
Sun Jun 13th 2004 at 10:24pm
Posted
2004-06-13 10:24pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
my point was basically this, learn to map correctly 1<sup>st</sup>, then when you have a project that is pushing the limits... use everything else.
seems to me, if you map sloppy, and look for outside help to lower r_speeds, you are defeating the system.. cheating.
it reminds me of obese people, who order the whole menu.. then add a diet coke to the list.. :rolleyes:
Re: HOM effect
Posted by KungFuSquirrel on
Sun Jun 13th 2004 at 10:57pm
Posted
2004-06-13 10:57pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
Orph, if using a texture such as null is 'cheating,' I suggest you go talk to John Carmack, for the concept of such a texture has been involved with his engines since Quake III. You're effectively saying "I never used it, so someone who does doesn't know what they're doing."
The strength of the Caulk (null) texture from its original design is that it gives you advanced control over numerous resources, not to mention even entire VIS flows.
When you build an entity that butts up or into a wall, there are certain faces that are never visible. Due to the way entities render, though, these faces are still calculated and assigned patches, lightmaps, etc. Now, it's sloppy design to take the steps CSG takes automatically and take extra control over every face included in the level? We're talking invisible faces, and it's sloppy to try and remove them, rather than leaving a clutter of unused resources? I call that efficient. Null also allows you to hide world faces behind entity brushes, allowing you to create simple geometry capped by more detailed entity geometry (or even models) with no overdrawn faces (more on this in a sec).
Let's say you have a large staircase. Staircases cause obvious problems when left as world brushes. In addition to cutting faces where they intersect, stairs cause numerous extra VIS calculations to be performed. To optimize this, you could make the staircase a giant func_wall or something, but even that wouldn't give total optimization. You also have overdraw under and behind the staircase, and the sides of the stairs can add up very quickly - they will be rendered if any part of this func_wall is visible. On a staircase with just 16 stairs, that's at least 16 extra polys in the scene if it is an efficient split, not counting whatever is behind and under it.
This is where we get to the concept of overdraw. Overdraw is expensive. Ever seen a major slowdown in a particle system or when many sprites overlap? That's overdraw. It's worse when things are transparent, but still can make a notable difference in how quickly two scenes with the same polycount can be rendered.
In the staircase example, then, null comes to the rescue. Null out the sides, bottom, and back of the staircase (any face that is not automatically culled - intersecting faces on a func_wall will be culled/split automatically), as well as the area under and behind the staircase. We now have ourselves a staircase that renders no additional polygons, has minimal overdraw, and looks like a big empty box to VIS. In the process, we've probably saved at least 20 polys in the 16 step example, varying slightly depending on various factors.
Null is not some magic poly-reducing tool that anyone can toss about randomly and have results. It's an advanced tool that for HL use, is still only just beginning to be fully explored. Its proper use shows that someone is willing to take the time and effort to optimize every aspect of their map, making things smoother for them and the every player who will play it. Consider this 'cheating' if you will, but I would have thought you of all people, Orph, would respect someone for working hard at ensuring the best possible, lowest-polycount-possible experience they're capable of making.
Re: HOM effect
Posted by scary_jeff on
Sun Jun 13th 2004 at 11:16pm
Posted
2004-06-13 11:16pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I agree totally with your post KFS, but I think the point orph is making is that it's stupid to map in a sloppy way, then try and make up for this with techniques such as using the null texture... These things should be used after a scene has been optimised in the conventional ways. Yes it is better to use null to reduce wpoly than to not use it, but it is better again to start with a lower wpoly scene, then use null or another technique to introduce more detail for the same polycount.
Re: HOM effect
Posted by Orpheus on
Sun Jun 13th 2004 at 11:20pm
Posted
2004-06-13 11:20pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
andrew, you know exactly what i meant :razz:
some people, tend to learn things bassackwards.. i on the other hand try desperately to detour this habit.
the texture is most definitely meant to be used, but not as a crutch to poor mapping practices..
if you wanna debate it as otherwise, i cannot stop you, but given we have few professional mappers here.. you are only being deliberately difficult when my point was otherwise crystal clear, and thats something i think you are above doing.
if snarkpit is going to help people learn to map, i for one am going to start them off at square 1, just because you are on a much higher plain, doesn't mean you should be hard on us still struggling.
i acknowledge you as my master in mapping, you have yet to be wise in other areas yet. :/
Re: HOM effect
Posted by scary_jeff on
Mon Jun 14th 2004 at 10:56am
Posted
2004-06-14 10:56am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
This looks promising for helping r_speeds in my map. If I could cut them down by around 100 in the main area, I think it would be OK, and I have plenty of func_walls that I can put null on the back of :biggrin: I hope I don't seem like a n00b making up for sloppy mapping - the only reason the r_speds are a bit too high is because everyone told me to put more detail in :biggrin:
Re: HOM effect
Posted by $loth on
Mon Jun 14th 2004 at 4:11pm
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
If it means anything, i understood what you meant :biggrin:
Well this is what i think you mean, make an area with low poly count, add detail, and use the null texture efficiently to reduce the poly count near enough down to what it was normally/ to an acceptable level.
Re: HOM effect
Posted by Hornpipe2 on
Mon Jun 14th 2004 at 4:45pm
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
I usually build my entire map out of NULL to begin with, then texture what the player can see. Usually it's easier to find out what the player can see, as opposed to what they cannot.
Re: HOM effect
Posted by scary_jeff on
Tue Jun 15th 2004 at 11:07am
Posted
2004-06-15 11:07am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
Good idea hornpipe.
Orph - I was only joking about you thinking I am a n00b. My idea of what you meant is the same as in my first post, and sloth's post
Re: HOM effect
Posted by Jinx on
Tue Jun 15th 2004 at 1:59pm
Jinx
member
874 posts
692 snarkmarks
Registered:
Nov 27th 2002
Location: Ohio
How is the NULL texture a "trick" any more than scaling up textures, avoiding face-splitting, or any other tweak that we use. One thing that the extra polies NULL saves me lets me do, in fact, is to NOT scale up so many textures.
Re: HOM effect
Posted by Orpheus on
Tue Jun 15th 2004 at 2:07pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
i cannot believe you guys, so intelligent, and as dumb as doorknobs :sad:
there must be 1000 words contained withing this thread, and the smartest ones here cannot see past the word "trick"
the point was not whether to use the damned texture or not.. its there, OBVIOUSLY its intended to be used :rolleyes:
the whole point is, when and WHY to use it.. to use it as a crutch is as stupid as telling someone to get a bigger damned computer.. its stupid.
you guys are so full of tunnel vision its scary.. this thread had nothing to do with the texture, it was almost entirely dedicated to proper mapping practices.. the fact that you can use the texture, should not mean you should rely on it to solve your stupid mapping habits..
either support proper habits, or don't.. but don't blame me cause you cannot follow a thread.. :rolleyes:
Re: HOM effect
Posted by Orpheus on
Tue Jun 15th 2004 at 2:33pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
jeff,
sighs
then isn't it obvious to you, that the ones agreeing with me are not the ones i am talking back to?
look at the devisions..
we have basic mappers-on my side.
and highly skilled ones- against me.
the difference is, they are long past basic mapping and see things in a completely different light.. long has it been where basic understanding is essential to quality work.
they have the luxury of skipping to the end of the book, most of us do not.
i get annoyed,then angry when people insist in teaching incorrectly, there is a reason why people should learn to map in the proper steps.. we have living proof right here in several cases where learning to map backward is wrong.
why must those, who are more skilled than i dissect my posts as inconsequential, just because they know more than i.?? they weren't always more skilled than i am now :sad:
Re: HOM effect
Posted by ReNo on
Tue Jun 15th 2004 at 2:59pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I think I see and agree with Orphs point. In mapping, there is so much
to learn its impossible to take it all in all at once, but despite this
there are many newcomers who try. When I began mapping, HINT brushes
and NULL textures were essentially non-existant, and so I didn't worry
about them while I was having enough troubles getting the hang of the
theory behind invalid solids or whatever.
Basically, when you are new to mapping, if you find yourself needing to
use HINT and NULL textures in order to keep things running, you're
skipping ahead and missing out on other areas of level design you
should have picked up first of all - such as mapping efficiently. I'm
not saying this is true all of the time - some people new to mapping
might learn the relatively complex theory behind these tools quickly
and use them well, but most will add to the inevitable confusion of
learning level design and become to rely on them, which isn't really
advisable in people so new to the trade.
As tools they are there to be used, and I would encourage everyone to
learn to use them in time, but they aren't the top priority, and
learning them when inexperienced could prove to be more harmful than
good.
Re: HOM effect
Posted by Orpheus on
Tue Jun 15th 2004 at 3:16pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
finally, a master mapper who can see past his own.. well you know.
thanx duncan, in spite of the words you wrote "I think I see" you managed to say what i intended to convey.
Re: HOM effect
Posted by Orpheus on
Wed Jun 16th 2004 at 9:57am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
first off, good luck andrew.. i had a run up to omaha i turned down in favor of a break .. i needed the rest.. woulda been to early to see you off anyways :/
secondly, i see your point, but still disagree with it on principal.. its been so long since you were a n00b, you forgot how it is.. a very large percentage would abuse the system if the "magical" null texture was mentioned in any significant way.. learning to map must be taught from beginning to ending.. and my personally view doesn't include the null texture till possibly the 3rd real map (assuming you are the sort to release maps ever so often) for a better reference i suppose.. at the stage you could have, or should have released a 3rd map..
what i am saying is, i agree with you on its usage, i differ on when to begin on doing so.
as a comparison, i hesitate to offer custom textures to a new mapper... they tend to use them to create the map, when it should be the mappers job to do it.. i know i explained that poorly, but i feel a new mapper should learn to map with the default textures.. it teaches much better habits..
lastly.. i think gollum agreed with me.. if so thanx, if not still thanx..
Re: HOM effect
Posted by $loth on
Wed Jun 16th 2004 at 10:39am
Posted
2004-06-16 10:39am
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
Another usefull note:
Would it justified to use the null texture when say, someone has been doing quite complex architecture, and wants to get the r_speeds down, say by 2-300, I think thta i found that this is the point of the null texture.
Once learned the basics and have improved upon them, then learn the tricks
Re: HOM effect
Posted by scary_jeff on
Wed Jun 16th 2004 at 10:49am
Posted
2004-06-16 10:49am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I agree with you then, that people should learn from the start, and build their way up. A new mapper should learn the basics, and learn more advanced things as he goes along. Gollum agrees with this, giving an example of another situation where this is the rule.
KFS is not disagreeing with this. He also thinks mappers should start with the basics, but the difference is that he thinks the null texture is one of the basics. You have to admit, we in HL only just got the null texture - how would things be if we had all had it from the start?
I think an OK example is learning the guitar. I personally think that people learning should start off learning chords, and chord changes, then bar chords, and only when they are fairly good at all that should they start trying to learn riffs and melodies. Other people would say that you need to learn scales and simple melodies from the start, then add in chords that follow from the learned scales. I would disagree with this for a number of reasons, but really, who is right? Both think they are getting people to start on something easy.
Re: HOM effect
Posted by $loth on
Wed Jun 16th 2004 at 11:39am
Posted
2004-06-16 11:39am
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
So basically its a, don't jump in the deep end sorta "rule"
Re: HOM effect
Posted by Gollum on
Wed Jun 16th 2004 at 12:06pm
Posted
2004-06-16 12:06pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
It's a good thing that I'm not required to give Half-Life map coaching :biggrin: Doubtless my idea of "basic" would be controversial! However, I wouldn't discourage people from using the null texture per se (dammit, I promised not to use Latin today). Rather, I would warn them that it is only a relatively minor tweak, that will improve their map but must not be relied upon to control polygon counts.
Badminton is a little clearer, despite healthy fine-grain disagreements between coaches. If I started coaching the universal grip to beginners, the BAofE would slap me into next week :heee: