Trying to reduce entity count, is it ok to make all my clip brushes into one entity?
RPGreg2600
06-11-2003, 11:27 PM
I was told that additive with 0 render ammount is just like using the null texture, so does that mean I can combine all my clip brushes into one clip brush to reduce the entity count? Sure it'd "render" all of the clip brushes when you saw one of them, but since each one would be 0 w_poly due to the additive thing, it wouldn't affect the r_speeds or the player's fps, am I right?
haircut
06-12-2003, 01:31 AM
You should get no w_polys.
fps on the other hand is something you will have to try yourself.
tommy14
06-12-2003, 01:33 AM
clip brushes should not be IN any entity, except sometimes a train entity.
any you can't SEE a clip.
i think you either misstyped or are very confused, because i can't figure out what your trying to do.
haircut
06-12-2003, 01:45 AM
I think he means Model clip brushs, using a func_wall and rendered.
Do not use the clip texture for model clipping use a texture from the hlbasics.wad for wood use the wood texture for metal use the metal one ect. then assign the clip to a func_wall and make its rmode additive and ramount 0
And yes you can make any enties that share the same exact properties into one big entity to lower entity counts but none of the clips will add to r_speeds
Kehldon
06-12-2003, 03:20 AM
Originally posted by NC17
And yes you can make any enties that share the same exact properties into one big entity to lower entity counts but none of the clips will add to r_speeds
This is true but if do this on visible entities, it will probebly raise your r_speeds since if you can se any part of the entity, it will draw all of the parts even if they are on the otherside of the map hidden behind half the world.
So add entitys together that are shown together and you will not notice any diffrence when you are ingame. You will probebly save enough enities anyway, and its a pain in *** to select all you clips in you whole map at the same time... :)
xerent
06-12-2003, 03:51 AM
It'll not add to wpoly but it'll add to lag anyhow. All the entity brushes will be processed EVERY FRAME... not good! ;)
RPGreg2600
06-12-2003, 12:13 PM
Come on guys, I'm not stupid. I know you're not supposed to put the clip texture on a func_wall... I've been mapping over a year now, I don't think you need to tell me basic newbie stuff...
And xerent, you're saying it won't increase w_poly or fps lag, but will increase net lag?
the computer will havee to render the entire brush every time you see part of it. this still require calcualtions so it affects FPS but just becasue its a func_wall with render mode etc it wont add to w_poly
so
w_poly: NO
FPS: YES
RPGreg2600
06-12-2003, 04:56 PM
Why would it affect fps if there's nothing being rendered?
no there is nothing to be rendered, BUT it still has the clip hulls to refer to and althought the faces dont create any w_poly they do still create planes whcih the computer needs to calcualte. th effetc it makes is completly un noticable except in fps, cuase fps is affected by how fast your computer can calcualte, if ti has more things to calcualte fps will go down.
Alright my bad i didnt explain right
You should do sectional entity combonations
All the entities you have in a certain area where you can pretty much see every entity brush at the same time you can make them all into one to lower ent counts with no side affect
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