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Eliminating leaks


DeTeEff

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Just a thought: Would it be a bad idea to make a HUGE brush (and make it a room around the whole map) and give it the caulc texture, to eliminate the bother of leaking? Would this be a problem with rendering or dropdown in FPS?

Edited by Fieldmedic
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I've heard that this is a bad method but I don't recall the explanation about why... I believe it has to do with having to calculate the large distances...

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Yes, this is a really bad idea. The faces of the containing brushes that would normally be in the void wouldn't be optimized away, your visportals wouldn't work, as you need sealed, separate vis areas for a lot of things and it would create unnecessary pathfinding areas...

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Yes, this is a really bad idea. The faces of the containing brushes that would normally be in the void wouldn't be optimized away, your visportals wouldn't work, as you need sealed, separate vis areas for a lot of things and it would create unnecessary pathfinding areas...

 

Ahh, :/ I who thought I've found the way to go :D Well, well, now we know why :)

 

In my current map, there is some nature and lots of multipoly-patches. I have found that these take LOTS of time to DMAP. Is there any way to stash them away in the map so they don't get rendered, and then add them as the last thing I do before the map is finished? I have thought of saving them to a completely new, blank map and then import, but it feels more convenient to have them in the same map...

Edited by Fieldmedic
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lots of multipoly-patches. I have found that these take LOTS of time to DMAP.

 

You can convert them to func_static entities (single patches or in groups). This way they aren't cut up by other faces which might safe some compile time. You can also disable shadow casting on func_statics if necessary.

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You can convert them to func_static entities (single patches or in groups). This way they aren't cut up by other faces which might safe some compile time. You can also disable shadow casting on func_statics if necessary.

 

Ahh *headsmack*! I will try that right away! :blush:

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Make them one big func_static, check one well-defined alignment position for the whole thing and remember it, cut paste the func_static containing all the things to another map. Then at the last moment, copy paste the one big func_static back to your map and align it properly so it sits where it was in the beginning.

:wacko:

 

Oh and in the end you probably need to revert them to worldspawn to avoid leaking

Clipper

-The mapper's best friend.

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Make them one big func_static, check one well-defined alignment position for the whole thing and remember it, cut paste the func_static containing all the things to another map. Then at the last moment, copy paste the one big func_static back to your map and align it properly so it sits where it was in the beginning.

 

If you copy the func_static, create a new map, and paste what you copied, it will have the same coordinates as in the original map. Delete the original, and when you're ready to put the copy back, just do a copy/paste across the maps.

 

Don't use "paste to camera", because that will change its coordinates.

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