Minor Trick For Reducing Commander R_speeds...
WolfWings
NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
<div class="IPBDescription">...using selective replacement of grates</div> What the topic said, actually. I found this technique while working on Nancy, and have figured it's quite helpful so I'm using it throughout Nancy in fact, and variants.
Make two copies of any grate with pipes or actual brushwork underneath, but JUST THE GRATE. You should have three total copies of said grate.
Mark one copy, WITH THE STUFF UNDERNEATH, as a func_illusionary, flag it as invisible from commander mode and set the rendermode and so-forth correctly.
Now, the second copy becomes another func_illusionary, flagged to be invisible to the ground, but visible to the commander. Leave it set to render the 'holes' as solid black.
Finally, take that third copy, texture it in NULL all the way around, and make it a func_wall.
The result? Players get a nice, fancy grate with the pipes showing up underneath, commanders get a 'flat' grate, without the pipes, which means reducing r_speeds by around 50 in most cases, and without the 'overdraw' of a holey texture, further improving their FPS. Overall cost? Commanders can't see your pretty pipes. =^.^=
If you're careful, you can even 'remove' the pit underneath the pipes with judicious use of NULL texture and moving the 'pit walls' to the player-visible func_illusionary. Still no leak either.
Make two copies of any grate with pipes or actual brushwork underneath, but JUST THE GRATE. You should have three total copies of said grate.
Mark one copy, WITH THE STUFF UNDERNEATH, as a func_illusionary, flag it as invisible from commander mode and set the rendermode and so-forth correctly.
Now, the second copy becomes another func_illusionary, flagged to be invisible to the ground, but visible to the commander. Leave it set to render the 'holes' as solid black.
Finally, take that third copy, texture it in NULL all the way around, and make it a func_wall.
The result? Players get a nice, fancy grate with the pipes showing up underneath, commanders get a 'flat' grate, without the pipes, which means reducing r_speeds by around 50 in most cases, and without the 'overdraw' of a holey texture, further improving their FPS. Overall cost? Commanders can't see your pretty pipes. =^.^=
If you're careful, you can even 'remove' the pit underneath the pipes with judicious use of NULL texture and moving the 'pit walls' to the player-visible func_illusionary. Still no leak either.
Comments
In laymans terms... you make two or three 'versions' of any given grate.
One of them is the normal grate, set up as a func_illusionary, set to only be visible to the Marines/Aliens.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->classname func_illusionary
spawnflags 1<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
One of them is a func_seethrough, set up to only be visible to the Commander.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->classname func_seethrough
playerAlpha 0
commanderAlpha 255<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
This only really 'works' if there's a bunch of cruft below the grate. Tie those brushes to the func_illusionary as well, and suddenly the commander doesn't have to draw those details, and just draws the grate with 'solid black' where the holes would be, since all the NS textures use solid-black as their 'transparent' colour. :-)
it's on the floor, skulks can walk normally on CLIP brushes on the floor (last time I checked anyway).