[RELEASE] Aldéz's Portal Prefabs
Quote from Aldéz on April 9, 2008, 4:20 pmPutting nodraw on surfaces outside the world has no impact on performance whatsoever, I know that. I would say that I never forget to apply nodraw on faces never seen by the player. And in Portal, they are very few, because the portals can bring you almost everywhere.
So any argument for having or not having nodraw on the previously mentioned faces are purely for editing purposes, not performace. Besides, the prefabs do have nodraw where they (theoretically) affect performance.
Putting nodraw on surfaces outside the world has no impact on performance whatsoever, I know that. I would say that I never forget to apply nodraw on faces never seen by the player. And in Portal, they are very few, because the portals can bring you almost everywhere.
So any argument for having or not having nodraw on the previously mentioned faces are purely for editing purposes, not performace. Besides, the prefabs do have nodraw where they (theoretically) affect performance.
Quote from youme on April 9, 2008, 4:22 pmAld?z wrote:Besides, the prefabs do have nodraw where they (theoretically) affect performance.fair doos, just making sure
fair doos, just making sure
Quote from reepblue on April 9, 2008, 6:06 pmQuote:This is the most bullshit explaination. You didn't tell him why, you just told him you should.Heh, sorry. When I began mapping, my brother told me that. I showed him a map (pitiful one) and he said to put nodraw on everything that the player will not see. I ask him why and he said it will increase performance...
In fact, he did not map in years. But now I know the real deal. Thanks.
Heh, sorry. When I began mapping, my brother told me that. I showed him a map (pitiful one) and he said to put nodraw on everything that the player will not see. I ask him why and he said it will increase performance...
In fact, he did not map in years. But now I know the real deal. Thanks.
The more you give, the less appreciated it will be received.
Quote from Aldéz on April 10, 2008, 10:24 amPlease be more specific. Which door? The static doors in the observation rooms? In that case, use prop_door_rotating entities.
I have no intention to add a prefab with this function. It would be too much if I made a prefab for every configuration. Make a door prefab yourself for the door when you figured out how to do it.
Please be more specific. Which door? The static doors in the observation rooms? In that case, use prop_door_rotating entities.
I have no intention to add a prefab with this function. It would be too much if I made a prefab for every configuration. Make a door prefab yourself for the door when you figured out how to do it.
Quote from SaSuK3 on April 10, 2008, 1:50 pmOk sorry. That is it... i make a door_rotating entity, but the door "model" is not the waited, can you give me the steps for the door construction? I?m really n00b know it. Regards ^^
Ok sorry. That is it... i make a door_rotating entity, but the door "model" is not the waited, can you give me the steps for the door construction? I?m really n00b know it. Regards ^^
Quote from Aldéz on April 10, 2008, 5:50 pmThis isn't really the thread to talk about how to make doors in general. Besides, I doubt many would bother to write a new tutorial because there should be plenty already. Use Google or search on some mapping site.
This isn't really the thread to talk about how to make doors in general. Besides, I doubt many would bother to write a new tutorial because there should be plenty already. Use Google or search on some mapping site.
Quote from rellikpd on April 10, 2008, 6:53 pmAld?z wrote:This isn't really the thread to talk about how to make doors in general. Besides, I doubt many would bother to write a new tutorial because there should be plenty already. Use Google or search on some mapping site.yeah plenty of tutorials out there for everything. there are even links to them here.
http://forums.thinking.withportals.com/mapping-tips-and-useful-links-t468.html
yeah plenty of tutorials out there for everything. there are even links to them here.
http://forums.thinking.withportals.com/mapping-tips-and-useful-links-t468.html
Quote from Interitus on April 20, 2008, 10:34 pmI seem to be having problems with the ball catcher. I'm not seeing any errors in the compile log (Vbsp only), and nothing showing up ingame.
The effect is showing, but the model isnt. I shot a "high energy pellet" into about where it is, and it collided with something at an angle and went flying all over the place. Here's what it looks like ingame:
[img]http://img165.imageshack.us/img165/7548/whacked260000xk2.jpg[/img]
I gave it a trigger when the catcher is triggered to explode something, and it explodes on map spawn.
I seem to be having problems with the ball catcher. I'm not seeing any errors in the compile log (Vbsp only), and nothing showing up ingame.
The effect is showing, but the model isnt. I shot a "high energy pellet" into about where it is, and it collided with something at an angle and went flying all over the place. Here's what it looks like ingame:
[img]http://img165.imageshack.us/img165/7548/whacked260000xk2.jpg[/img]
I gave it a trigger when the catcher is triggered to explode something, and it explodes on map spawn.