nomad Posted August 20, 2002 Share Posted August 20, 2002 Is it OK to make fog brushes detailed? Or will that mess up the way that the fog affects the light? -nomad MTFBWY Link to comment Share on other sites More sharing options...
Emon Posted August 20, 2002 Share Posted August 20, 2002 Uh, why don't you find out? You aren't going and making your level out of all detail brushes, are you? Link to comment Share on other sites More sharing options...
nomad Posted August 20, 2002 Author Share Posted August 20, 2002 No, I'm not making my level out of all detail brushes. I've just seen how Rich Deisel's Tutorial stresses making brushes detailed and I wasn't sure if making fog brushes "detailed" defeats the purpose of making them "fog" brushes. Part of my attempt to "find out" is asking here. Thanks for the help Link to comment Share on other sites More sharing options...
Emon Posted August 20, 2002 Share Posted August 20, 2002 I don't think they need to be, but I don't think it matters. Don't listen to Rich about detail brushes. Sure, his method speeds compile times, but framerate and performance will suffer drastically. Struct brushes: Anything large and structural, like walls of a room, perhaps pillars. Detail brushes: Anything small and detailed. Trims, stairs, tables, desks, that sort of small detail. Sometimes terrain, that depends. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 20, 2002 Share Posted August 20, 2002 Or, in a nutshell:p The basic structure of your building/map should be structural. Link to comment Share on other sites More sharing options...
nomad Posted August 21, 2002 Author Share Posted August 21, 2002 Thanks, and yeah I'd rather focus on performance than compile time. So, I guess neither of you are certain if it will have any affect on fog brushes. I'm trying to figure out where fog lies in respect to structure and detail. Obviously it's not structure, but it does affect how and what you see. It probably won't do any harm to make it detail, but we'll see... I'm compiling right now with fog brushes and some patch mesh curves selected as detail and I'll see if the compile time is down from the previous compile and if the fog suffers any negative affects. Thanks for your explanations. -nomad MTFBWY Link to comment Share on other sites More sharing options...
nomad Posted August 22, 2002 Author Share Posted August 22, 2002 Just to let anybody interested know... Making fog brushes detail has had no (noticable) negative affects. The fog came out perfectly fine. It also did shave some time off of the compiling process. -nomad MTFBWY Link to comment Share on other sites More sharing options...
RichDiesal Posted August 23, 2002 Share Posted August 23, 2002 Originally posted by Emon I don't think they need to be, but I don't think it matters. Don't listen to Rich about detail brushes. Sure, his method speeds compile times, but framerate and performance will suffer drastically. Struct brushes: Anything large and structural, like walls of a room, perhaps pillars. Detail brushes: Anything small and detailed. Trims, stairs, tables, desks, that sort of small detail. Sometimes terrain, that depends. See, most newbs can't make that differentiation so I just simplified it. Same sort of idea as "never use CSG Subtract." There are ways to use these tools, but when you're just starting, it's not important. After you've made a map or two, then you can learn the tricks of the trade. And making fog detail in Radiant does not matter, as the qualities of a fog shader make it a detail brush anyway. I usually make them detail anyway, just so they disappear when I hit CTRL+D. Link to comment Share on other sites More sharing options...
SunBurN Posted August 24, 2002 Share Posted August 24, 2002 Don't listen to Rich about detail brushes. Sure, his method speeds compile times, but framerate and performance will suffer drastically. So am I to understand that if you make some of your brushes structural and then compile, that in game you'll have better FPS? I have pretty much everything detail and I get decent FPS but I'm sure it could be better! Well I guess I'll give that a try, it can't hurt Link to comment Share on other sites More sharing options...
RichDiesal Posted August 24, 2002 Share Posted August 24, 2002 You will. You should actually make any brush that is large and could potentially block VIS efficiently into a structural brush (note the 95% of the time, you'll want all brushes not outside walls to be detail - this is the other 5% of the time). Link to comment Share on other sites More sharing options...
SunBurN Posted August 24, 2002 Share Posted August 24, 2002 That's good to know Rich, thanks! I think that was the missing piece of the puzzle I've been searching for Link to comment Share on other sites More sharing options...
Emon Posted August 24, 2002 Share Posted August 24, 2002 What's up with "Vis blocking"? Do you mean visibility blocking? Vis isn't blocked... Link to comment Share on other sites More sharing options...
SunBurN Posted August 24, 2002 Share Posted August 24, 2002 Ok this is weird, I took the advice here and made a few walls structural around my cave expecting the compile time to increase a bit, but instead it decreased it by 1/2 hour??!! I thought that if you made everything detail, that it was supposed to decrease compile time? And when I loaded the game, I had much better FPS too. Oh well, I'm not going to look a gift horse in the mouth! SunBurN Link to comment Share on other sites More sharing options...
Emon Posted August 24, 2002 Share Posted August 24, 2002 Detail brushes decrease compile time and will, if overused, decrease framerate. Link to comment Share on other sites More sharing options...
SunBurN Posted August 24, 2002 Share Posted August 24, 2002 ok, I understand that, but what I'm saying is this, pretty much my entire map was Detail, then when I added a few structural, it cut my compile time by a 1/2 hour and increased my FPS. So my point is, when I made some of my brushes structural, it really helped out my map and maybe, it's not good to make EVERYTHING (with the exception of brushes touching the void, those you never make detail) detail. Just trying to get a handle on this SunBurN Link to comment Share on other sites More sharing options...
Emon Posted August 25, 2002 Share Posted August 25, 2002 Of course it's not good. Detail brushes weren't designed for that. Professional developers don't use that method. Link to comment Share on other sites More sharing options...
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