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I was just wondering a couple things... You don't have to answer all; just the ones you know.

1: Does the presense of normal mapped, relfective surfaces greatly slow down framerate compared to regular textures?
For example, is there much FPS difference between a ton of BSP covered with flat concrete, versus a ton of BSP covered with heavily normal-mapped / cube-mapped surfaces?

2: Do physics objects use ANY more CPU or net resources than a prop_static when they're not moving?

3: Do prop_physics objects with the flag "Motion disabled" checked use more resources than a prop_static? Does "Motion disabled" actually make a difference, like as far as net transfer?

4: Is there a way to play all sounds in an ambient_generic? Lots of sounds, and lots of music can't be played in my ambient_generics.

5: Why don't smoothing groups seem to do anything on BSP or func_details?

6: Do nodraw surfaces occlude in the same way as a textured BSP surface? Sometimes I can see through them, and I wonder if they ruin the visibility occlusion.

7: Is it fairly easy to setup your own textures, and does it require coding? I'd like the opinion of someone who makes custom shaders. I'm almost finished with my map, and I just want to know if it's "really easy" to do, because I probably won't make any other HL2 maps after this. If it's easy, I want to do a few things with my map.

8: I have this massive combine wall mesh that won't disappear, even if I stand right in front of an occluder and completely cover it. Why is that?

If I remember more questions I had, I'll ask them later.

Thanks.
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