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Yep, I just gotta ask

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Portalboat wrote:
So, nodrawing non-seen faces makes loading faster?
msleeper wrote:
HL2 Map Editing Optimization Guide: http://www.student.ru.nl/rvanhoorn/optimization.php
Everyone needs to read this from front to back atleast once. This is the most comprehensive, in-depth, and thorough explaination of how the Source engine works and how to optimize your map. Read this right now.

Maybe if you read the stickies such as the most important thread in the world, you'd know.

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Again msleeper misinterprets my replies and thinks I'm always replying to him :p :sigh:

Of course you nodraw on brush entities (ie - func_detail) which have faces that are completely covered by world geometry or other brushes. That's like Mapping 101.

msleeper wrote:
First of all, keep in mind that any surface of a world brush that is either A.) facing the void, or B.) is completely covered by another world brush, are automatically not rendered. It's not necessary to put nodraw on every face that is facing the void since they are removed anyway.

Really? That is great, it will save me a lot of work... so I will put a nodraw texture on faces which are never seen by the player only.
Anyway, the example map has outer faces nodraw-ed... why is that then? :shock:

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.

because its more professional, 'cleaner' and easyer to understand/edit again. Atleast thats what I think...

Mek wrote:
Really? That is great, it will save me a lot of work... so I will put a nodraw texture on faces which are never seen by the player only.
Anyway, the example map has outer faces nodraw-ed... why is that then? :shock:

Who knows...it might speed up the compile by a fraction of a second as it already knows it doesn't have to draw those instead of having to calculate it after the vis is run.

Yeah as Remmiz said, there might be some fractional difference, but as far as I know it doesn't help anything. It also just might be easier to see and understand, I still nodraw the outer faces so I know what is going on.

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it'll prevent rendering those area's, even if there's a leak in the map!

Mostly I don't nodraw outer faces of world brushes. I often copy-paste brushes, and it's easier if they got the same texture applied to all faces. Nodrawing first comes when the map is finished and I refine the optimization.

But that's just me. Everyone got a different mapping technique. For example I first used 8-units thick world brushes for the outer edges, but because everyone else used 16-unit and I got into serious trouble with prefabs, I switched to 16 units.

Image

"Duct Tape is the answer."
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