Compile error and other questions

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Eternalz
24 Posts
Posted Jul 17, 2012
Replied 16 hours later
Uhh do you need to add something behind or on the displacement because i keep getting leaked map by that texture
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ChickenMobile
2,460 Posts
Posted Jul 17, 2012
Replied 4 minutes later
Displacements are not world brushes! (I would hate to see the visleaf nightmare if they were). You will need to put world brushes behind the displacements to seal the map.
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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 22 minutes later
Preferably using the NODRAW texture, it'll make for a faster compile.
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Eternalz
24 Posts
Posted Jul 17, 2012
Replied 2 hours later
Uhh are you suppose to use a nodraw texture all around your map?

Edit: another question. How can i use env_sprite they seem to give me a black box around the lightglow?
Perhaps a link would help?

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portal2tenacious
393 Posts
Posted Jul 17, 2012
Replied 13 minutes later

Eternalz wrote:
Uhh are you suppose to use a nodraw texture all around your map?

Nodraw, as the name implies, is a brush that is not drawn in the engine. Texture any part of the map that the player cannot see wit this to help the compiling process and give an overall neater map.

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Skotty
671 Posts
Posted Jul 17, 2012
Replied 25 minutes later

Eternalz wrote:
Edit: another question. How can i use env_sprite they seem to give me a black box around the lightglow?

Change it's RenderMode, WorldSpaceGlow or just Glow.

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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 1 minutes later
WorldSpaceGlow is probably what you want. Glow means that it's always the same size on the screen, no matter how far away the player is.
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Eternalz
24 Posts
Posted Jul 17, 2012
Replied 29 minutes later

portal2tenacious wrote:
Eternalz wrote:

Uhh are you suppose to use a nodraw texture all around your map?

Nodraw, as the name implies, is a brush that is not drawn in the engine. Texture any part of the map that the player cannot see wit this to help the compiling process and give an overall neater map.

So...is that a yes or a no? :smile:

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Skotty
671 Posts
Posted Jul 17, 2012
Replied 2 minutes later
Apply Nodraw to every surface the player can never see. You don't need it on surfaces touching other brushes or being "outside" of the map.
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Eternalz
24 Posts
Posted Jul 17, 2012
Replied 11 minutes later
What do you mean "every surface the player can never see? I want them to be able to see all around them. I dont understand how to put nodraw around only the displacement areas, it will still give leaks if i dont connect them all around the map.
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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 49 minutes later
No no no do NOT put a nodraw box around your map.

Extend your walls downwards a bit, then add a new floor under the displacement floor, and nodraw it.

What Skotty means is that you should put it on stuff the player can never see. If you have a low wall in front of an (inaccessible) plant-filled area, ? la Sendificate, you could make the back of that brush nodraw, since the player can't see it.

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Eternalz
24 Posts
Posted Jul 17, 2012
Replied 44 minutes later
Im gonna need a guide for this, could you give me a link?
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FelixGriffin
2,680 Posts
Posted Jul 17, 2012
Replied 3 hours later
I don't know of a guide for this, but I'll take some screenshots and try to write it up better tomorrow.
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Robdon
204 Posts
Posted Jul 18, 2012
Replied 5 hours later
Hi,

Attached is a simple example map of where to put nodraw textures.

Basically as others have said, put it on faces that the player will never see, like the top face of the platform up the wall, and the other side of the partition in the middle.

The player will never be able to view these faces, but if you dont use nodraw textures, then the actual engine will still need to render/draw these faces and that can decrease performance.

There is also a nodraw 'block' below the displacement in the middle of the room. This is there to 'seal' the map as displacements wont seal maps.

The platform and the partition walls are also changed to 'func_detail' brushes, to further help performance.

You can see more about optimization and nodraw over here:

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=nodraw

HTHs,

Rob.

Attachments
nodraw.vmf
0.04 MB 44 downloads
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Eternalz
24 Posts
Posted Jul 18, 2012
Replied 9 hours later
Thanks a lot guys. I pretty much know what it does and how it works now. So should I use nodraw on all outside walls (roofs, floors) in my map?
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FelixGriffin
2,680 Posts
Posted Jul 18, 2012
Replied 1 hour later
No, Hammer does that for you. :wink:
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Eternalz
24 Posts
Posted Jul 18, 2012
Replied 1 hour later
I mean should I use nodraw on all the walls, roof and floors?
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ChickenMobile
2,460 Posts
Posted Jul 18, 2012
Replied 2 minutes later

Eternalz wrote:
I mean should I use nodraw on all the walls, roof and floors?

What is it about on every surface you can't see not make sense to you?

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Eternalz
24 Posts
Posted Jul 18, 2012
Replied 29 minutes later

ChickenMobile wrote:
Eternalz wrote:

I mean should I use nodraw on all the walls, roof and floors?

What is it about on every surface you can't see not make sense to you?

Thats what i meant earlier when saying like should i put nodraw around my whole map.I understand that i shouldent just box in my whole map.

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FelixGriffin
2,680 Posts
Posted Jul 18, 2012
Replied 3 minutes later
The outer surfaces of the map get nodrawed automatically when you compile. Don't worry about them.