CWV__Odedge_ Posted May 9, 2003 Share Posted May 9, 2003 We have a map that has many buildings with glass windows (common/glass texture). The two choices we have: 1. Take out all of the glass (which is fine and works with the theme of the map). 2. Have the glass be breakable (which is preferred for the dynamic aspect of the game). Question 1 Is there a limit to the number of func_glass? I have read there is a limit to the total number of func_???? you can have, but we have far less than 500 that was stated. Currently we have 105 func_glass and 54 func_groups. (If we put too many in, we receive a "C_InlineModel: Number Bad" right before the game is about to start. Question 2 Does glass brushes effect your framerate? (they are all detail brushes). Any help you can give would be much appreciated. We are on the lighting stage and hopefully will be done soon with your help. Link to comment Share on other sites More sharing options...
lassev Posted May 9, 2003 Share Posted May 9, 2003 You are right. There is a limit that restricts the absolute number of all entities (and entities are what is left of your map, if worldspawn is not counted, that is, everything else but structural and detail brushes). Glass brushes have a fundamental impact on framerates, because everything that is seen behind a glass is drawn twice. First the "normal" view without glass, then the glass with varying transparencies on top of that. However, do not overestimate this impact, rather use glass or any transparent shader with reason and above all, artistic mind. If you don't see significant lag in the game, there's hardly a reason to remove them. Above all, bear in mind that glass or any detail brush (or an honest hole in the wall) can connet VIS areas (nodes) and thus force the engine to draw very large unseen structures. Link to comment Share on other sites More sharing options...
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