Splitting Brushes
Cyborgguineapig
Join Date: 2002-11-01 Member: 3233Members
<div class="IPBDescription">Helping performance?</div> Yeah see attached image below. My question...I have a bunch of pipes in my map and was wondering, would it help performance if I were to chop the parts of the pipes not seen by the player making two faces now only one? Its obvious that less faces mean better performance but I was curious wither or not its more complicated a thing than I think. Am I really cutting out two faces or are there still two?
I've also notices that some of the official maps cut off the edges of detail brushes to save on R_speeds,just wanted to confirm that this really does work the way its supposed to and actually not count the part of the brush that I lobbed off when compiling. I know that the vertex points arn't shown probably answering my whole queation of cutting brushes but justw ant to confirm this.
Thanks.
Edit: sorry, please note that the two pipes arn't supposed to be comparing each other, there just two pipes that I cut together at the same time showing the same result. The first pipe simply shows how "both" teh pipes looked before cutting and how they look after cutting resulting in supposedly a one face decrees.
I've also notices that some of the official maps cut off the edges of detail brushes to save on R_speeds,just wanted to confirm that this really does work the way its supposed to and actually not count the part of the brush that I lobbed off when compiling. I know that the vertex points arn't shown probably answering my whole queation of cutting brushes but justw ant to confirm this.
Thanks.
Edit: sorry, please note that the two pipes arn't supposed to be comparing each other, there just two pipes that I cut together at the same time showing the same result. The first pipe simply shows how "both" teh pipes looked before cutting and how they look after cutting resulting in supposedly a one face decrees.
Comments
I think.
It will make compiling much faster, and R_speeds a little faster.
<a href='http://www.gamedesign.net/archive/old.gamedesign.net/quake2/tutorials/dewan_hint/' target='_blank'>http://www.gamedesign.net/archive/old.game...als/dewan_hint/</a>
<a href='http://mapping.leprau.de/hint/' target='_blank'>http://mapping.leprau.de/hint/</a> (http://mapping.leprau.de/hint/rman with good pictiures)
So the trick to reducing planes is to line up some of your geometry a bit, like lining up the outside walls of your map, the parts touching the void.