Isn't there a better way of doing the particle effects for sandbags and metal?


RPGreg2600
06-01-2003, 08:47 PM
Why not make it so it's a setting inside func_wall? That way we could null texture the whole clip brush and not add a bunch of e_poly. Also, then we could make all the clip brushes of like material types in the map into one entity, right? since they'd all be 0 epoly and would therefore add no fps lag but would reduce the entity count.

06-01-2003, 08:50 PM
you dont have to use null to kill the e_polys

set "render mode" to "addative" and "fx_ammount" to "0" hey presto no e_poly

RPGreg2600
06-01-2003, 09:08 PM
Nah, that still adds e_poly doesn't it?

Plato
06-01-2003, 09:12 PM
Its a minsicule amount if it does. Anyway, anything you add into the map is rendered, so even if doesn't go onto the w_poly number or e_poly number, its being renered by the engine. func_water is an example of this.

-Plato

NC17
06-01-2003, 09:12 PM
remder amount set to 0 combined with additive removes face rendering only the hull will remain . . .

So it will not add to any polys

RPGreg2600
06-01-2003, 09:22 PM
So it's just like using the null texture then, eh?

06-01-2003, 09:29 PM
yup cept you can't use it on non entitys, and it can't be placed on only 1 face, thats why we have null cause this method dosnt work all the time.

RPGreg2600
06-01-2003, 09:55 PM
Lol, I just noticed your sig, that's just like me, I slept through most of my classes and did none of my homework, but now I'm doing independant study so no school for me :D Just a little bit of homework every week. :)

-iNw-Andy
06-01-2003, 10:09 PM
Just remember...brush based entities add wpoly, not epoly. Only models add epoly. Don't believe me? Try it. You could have a test map made completely of func_walls, illusionaries, et. al. with no models, and if you were to go into spectator mode epoly would be at 0.

06-01-2003, 10:11 PM
Originally posted by -iNw-Andy
Just remember...brush based entities add wpoly, not epoly. Only models add epoly. Don't believe me? Try it. You could have a test map made completely of func_walls, illusionaries, et. al. with no models, and if you were to go into spectator mode epoly would be at 0.

yeah I know that reading back, musn't of been thinking. TY for the reminder though

and heres another point, dont use the cr_mat on the unseen faces, use null. null lowers .bsp and speeds it up for the compile the render mode method dosnt.

RPGreg2600
06-01-2003, 11:11 PM
Yeah, I always forget that wpoly thing, kinda counter intuitive, isn't it?

never heard of that cr_mat thing though.

Glidias
06-01-2003, 11:11 PM
So, when it comes to func_wall brushes which is better?

a. Render amount 0??

b. NULL?

c. Both?

Then again, is it possible to apply a SNOW material texture to a func_wall and do a render amount 0? Is the render amount 0 necessary to prevent the wpoly from being generated? Will it add "hidden/unaccounted" for wpolies like what SKY brushes do?

Another question, i haven't bothered with using the hlbasics.wad yet, but if you use those textures on the entire solid, will those solids get rendered? Will those solids go to unaccoutned wpolies?? Will it add to the wpoly count?

06-02-2003, 11:41 AM
ok this is going to be a post and a half.

render mode additive removes the faces from veiw and stops rendering it, null on the other hand removes all fo the face information from the .bsp compile. null works much better for doing it.

the reason additive render is used is because it hides the face but still holds the properties. this means it adds unseen engine use.

cr_mat textures will appear how the look in game if on ANY brush. it will act like a normal texture but add the hit properties for the particle engine (all textures do this).

render mode additive hides the ugly cr_mat but still holds the properties. so it best to use null on faces where the brushes wouldnt be seen anyway

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