poseyjmac
Newbie
- Joined
- Sep 13, 2003
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i was always under the impression that you could do what you wanted with func_details, intersect them to all hell, and not worry about it. well i was wrong. maybe this is common knowledge, but for those who don't know, check this out:
this is just a cube room. with a func_detail platform with beveled sides in the middle not intersecting the world brushe floor, and a pillar also func_detail. this is when the func_detail pillar intersects the platform. notice the compile log and how many triangles there are.
http://img.photobucket.com/albums/v81/poseyjmac/func_detail-touching.jpg
the next one is when the pillar is raised above the platform. notice the amount of triangles in compile log they are less, and also, if you went into the game, you'd see less splits than the above:
http://img.photobucket.com/albums/v81/poseyjmac/func_detail-no-touch.jpg
the next one is of a func_brush intersecting the func_detail:
http://img.photobucket.com/albums/v81/poseyjmac/func_brush-no-splits.jpg
no splits with the func_brush so less triangles. why would func_detail do this?
i experimented without a beveled platform, and there were no splits, so i think it only happens in certain situations. but still, its something to watch out for. i know i need to go back im my current map and find out if i have more unneeded splits caused by func_details intersecting.
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now i just went through my map to see how it really impacted performance. i turned a bunch of func_details into func_brushes, and i went from 10800 now down to 9500 tris. now that seems like a nice improvement to me
this is just a cube room. with a func_detail platform with beveled sides in the middle not intersecting the world brushe floor, and a pillar also func_detail. this is when the func_detail pillar intersects the platform. notice the compile log and how many triangles there are.
http://img.photobucket.com/albums/v81/poseyjmac/func_detail-touching.jpg
the next one is when the pillar is raised above the platform. notice the amount of triangles in compile log they are less, and also, if you went into the game, you'd see less splits than the above:
http://img.photobucket.com/albums/v81/poseyjmac/func_detail-no-touch.jpg
the next one is of a func_brush intersecting the func_detail:
http://img.photobucket.com/albums/v81/poseyjmac/func_brush-no-splits.jpg
no splits with the func_brush so less triangles. why would func_detail do this?
i experimented without a beveled platform, and there were no splits, so i think it only happens in certain situations. but still, its something to watch out for. i know i need to go back im my current map and find out if i have more unneeded splits caused by func_details intersecting.
-
now i just went through my map to see how it really impacted performance. i turned a bunch of func_details into func_brushes, and i went from 10800 now down to 9500 tris. now that seems like a nice improvement to me