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Quick 101: Nodraw, invisble and clip.


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#21 Hardcore Bob

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Posted 16 August 2011 - 20:11

Guys, instead of Nodraw, isn't using Skip better to apply to faces that aren't visible?

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#22 my_hat_stinks

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Posted 16 August 2011 - 20:25

Guys, instead of Nodraw, isn't using Skip better to apply to faces that aren't visible?


Skip is for hint brushes, silly :P

Skip faces you don't want to cut visleaves, hint faces you do

#23 Hardcore Bob

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Posted 16 August 2011 - 22:28

Yeah, but like:
nodraw = not rendered
skip = not compiled in the first place.

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#24 my_hat_stinks

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Posted 16 August 2011 - 23:16

skip = not compiled in the first place.


Exactly
Even visible faces in something that isn't compiled won't show up in game

#25 Hardcore Bob

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Posted 30 September 2012 - 20:19

Hey guys, I was wondering if you knew.

This is the description for the tools/toolsblack texture:
This texture is often used for brushes that are far away and they are dark. It cannot be lit by every type of lights. (in Half-Life 2 used as a "no space" background in first scene when G-Man talks to Gordon to wake up)

"It cannot be lit by every type of lights."
By what can it be lit then?
Will it have luxels at all?
If so, wouldn't it be smart to set the lightmap scale to like 256? Essentially making it as luxel efficient as nodraw.

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#26 Psycix

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Posted 30 September 2012 - 22:29

I think that it is just RGB 0 0 0 black with no reflections n stuff. So yes you COULD set the lightmap to a lot since you won't cast shadows on it anyway.

LDT is LDT.


#27 Hardcore Bob

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Posted 30 September 2012 - 22:46

Just noticed that all (even invisible) tool textures still have luxels.
Does it matter?

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#28 Psycix

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Posted 30 September 2012 - 22:59

Undrawn textures are probably skipped by the rad compiler. I wouldn't worry about it.

LDT is LDT.


#29 Hardcore Bob

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Posted 30 September 2012 - 23:04

Exactly, but it's still frustrating to see large blue grids everywhere when turning on lightmap grid view, because all the tool textures show up as well. :P

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