Josh Posted September 5, 2015 Author Share Posted September 5, 2015 Yeah, the trigger and collision brushes are probably perfectly fine now with the last build. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
xtom Posted September 5, 2015 Share Posted September 5, 2015 I notice that the caulk texture doesn't have the same effect on uncollapsed brushes as it does collapsed. I guess it's just intended for collapsed csg so I'm thinking if using a view range on uncollapsed brushes (which I'm now doing on my outdoor map for interior walls/floors/steps) it's best to keep them all the one texture and don't bother with caulk as it just increases the surface count. So I'm going to try this and leave my external walls/bigger brushes as collapsed with caulk. I'm noticing another increase in fps in the map and editor with this update which is great, maybe +2 to +5 or so but now I need to go and edit a lot of my uncollapsed brushes to suit. Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
Josh Posted September 5, 2015 Author Share Posted September 5, 2015 That's correct. Vectronic was kind of an odd case because he had so many brushes for triggers and collision. Normally this doesn't become a bottleneck. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted September 5, 2015 Share Posted September 5, 2015 "The caulk texture results in the removal of faces from the brush when it is collapsed." Is this true? If it is true, stuff like this would be nice to have spelled out in the documentation. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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