q4 clipping / nonsolid question

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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cha0s
Posts: 28
Joined: Sat Jul 12, 2003 7:00 am

q4 clipping / nonsolid question

Post by cha0s »

i have some tiny details, like debris on the the floor, and i don't want the player to stumble over it. so rather then placing a huge clip brush over the floor, i convert all my debris brushes to a func_static and make it nonsolid (key: solid; value: 0).
is this the right way to do it? a func_static is a entity, right? so if have few dozens of these, will this hit the performance or cause any other problems? and should i make a func_static for each brush, or put all debris together in one func_static?

maybe i worry too much :dork:
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seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

1. making debris non-solid is the way to go :icon14:
2. func_static is an entity in any game. if it has a name, chances are it's an entity
3. combining all debris into one func_static is only worthwhile if the game has a low entity limit and you have a dickload of entities, i.e. it's probably not worthwhile at all
KungFuSquirrel
Posts: 56
Joined: Mon Nov 07, 2005 2:12 pm

Post by KungFuSquirrel »

seremtan wrote:3. combining all debris into one func_static is only worthwhile if the game has a low entity limit and you have a dickload of entities, i.e. it's probably not worthwhile at all
It's more an issue of batching/draw calls (http://iddevnet.com/quake4/LevelEditor_Performance) than it is entity count. If you have a huge pile of brush-based func_statics in a single portal area and if they share textures, you can save a lot of draws by combining them into 1 entity.

Not always the case, but it has its uses. :)
cha0s
Posts: 28
Joined: Sat Jul 12, 2003 7:00 am

Post by cha0s »

thank you guys. the batch drawing thing makes sense :)
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