Marzgog Posted January 17, 2003 Share Posted January 17, 2003 I have searched a few tutorials, with no luck... ...I use caulk when i add a picture on the wall... ...I use caulk when i have wery thin brushes that i dont want to flicker badly in-game... ...I use caulk to cover some sides of brushes that will never be seen cos' i've heard that it increases the framerate... ...But i was just wondering if i should use caulk to texture the outer side of all rooms, you know, the side that will never be seen? Oh yeah, now that im at it... ...why should i not use the hollow button? what is the con's and pro's of it? Link to comment Share on other sites More sharing options...
Suicide20 Posted January 17, 2003 Share Posted January 17, 2003 Using Caulk texture actually can speed up your compile times. The simple answer is yes you should use caulk for everything. You should read some of the Quake3world forums. When Quake3 came out and we started editing for it, we found this little trick out. Even though Carmack said it should be doing anything.. But it did... go figure... Basicly what happens is that the compile ignores all surfaces of caulk. Link to comment Share on other sites More sharing options...
Marzgog Posted January 17, 2003 Author Share Posted January 17, 2003 thx, next question: I have a staircase with an secret area under it, i added some light in there so i could see something, but when i play it the light comes trough the edges of the stair brushes. How should i counter this problem?? should i just make the brushes thicker, or should i add an extra brush on the inside on all surfaces to block the light? Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted January 18, 2003 Share Posted January 18, 2003 About the stairs: Make them overlap by one unit to prevent light from spilling throught. About Caulk: I make everything out of caulk, and then just texture the parts I can see. This will drastically reduce your compile times. Link to comment Share on other sites More sharing options...
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