func_wall and r_speeds


undertaker2040
08-21-2004, 08:10 AM
okay,guys.now ive read that if you make you walls and everything except your func_breakables etc into func_walls,this helps reduce r_speeds.is this true?

Insta
08-21-2004, 09:08 AM
http://img45.exs.cx/img45/42/funcwall.jpg

Seriously though, no, that's very bad. func_ brushes don't block vis, so you'll get some wacky wpoly + lag.

Ginger Lord
08-21-2004, 09:31 AM
lol

Craftos
08-21-2004, 10:06 AM
Originally posted by undertaker2040
okay,guys.now ive read that if you make you walls and everything except your func_breakables etc into func_walls,this helps reduce r_speeds.is this true?
Yes
No.
Depends.

undertaker2040
08-21-2004, 02:20 PM
okay thanks.theres no need to be funny though...lol....im not a newbie mapper ne more,i do know my way around mapping,it was just something i read thats all.....but thanks anyways

Mythic_Kruger
08-22-2004, 02:02 AM
Originally posted by undertaker2040
okay,guys.now ive read that if you make you walls and everything except your func_breakables etc into func_walls,this helps reduce r_speeds.is this true?
Assuming you are "not a newbie anymore", you have notions about VIS blocking. I highly suggest you make it, compile and type r_speeds 1 gl_wireframe 2 in the console.
:carrot: :carrot: :carrot:

Craftos
08-23-2004, 04:25 AM
Originally posted by Craftos
Yes
No.
Depends.
I was serious :), all the above is true.

Func_walls does not break world brushes it touches/penetrates
Brushes being part of func_wall does break other brushes from same func_wall.
Func_wall have more polys, cause they are convex 3D object unlike walls (typically 1). They require to be inside map (surrounded by walls (world brushes).
They are often drawn behind walls and buildings (where there are no world brushes drawn), so you can't 'hide' them with typica methods used to reduce r_speeds.

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