Woudl a "No Draw" system work for DIF creation?
by Tim.Holt · in Game Design and Creative Issues · 10/09/2008 (8:58 pm) · 4 replies
If you've used Valve's Source engine before, you probably know about the "NO DRAW" texture idea. Paint a face with it, and when it's put in the game, it doesn't draw anything on that face.
It seems like this concept would work really well with creating DIF files via Creator, and be a great way to cut down on poly count by marking areas never seen by the user so they aren't drawn.
Thoughts?
It seems like this concept would work really well with creating DIF files via Creator, and be a great way to cut down on poly count by marking areas never seen by the user so they aren't drawn.
Thoughts?
#2
10/09/2008 (9:52 pm)
So that's what the null texture is for then. Thanks for the info.
#3
So in this case, I want to use it on faces the player will never see. Things like the top of a building where the player will never get high enough to see it, etc. - "wasted" polys in places the player will never ever see.
10/09/2008 (11:13 pm)
Ah - Null texture, I'll check that out.So in this case, I want to use it on faces the player will never see. Things like the top of a building where the player will never get high enough to see it, etc. - "wasted" polys in places the player will never ever see.
#4
10/10/2008 (2:21 am)
You'll have to experiment as it's not always necessary. The exporter catches most, if not all, of the hidden faces for structural brushes. It's the detail brushes you'll need the null texture for. Constructor has an option to remove hidden faces for detail brushes but it is problematic.
Associate Michael Hall
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