NoDraw - Caulk - Vis - Clipping

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SNakeFluGeL
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NoDraw - Caulk - Vis - Clipping

Post by SNakeFluGeL »

I have done a search don't worry, but I didn't really found what I look for.

As I read on the forum Caulk is used so that the compiling of the map will go quicker.

Will Caulk also increase FPS?

What is the difference between No-Draw and Caulk seem the same to me =/

What is Vis? Why is it used? When will you use it? How do you know where to put it....

Clipping what does this do?

Please Help A N00b Out :)
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Post by Bjarne BZR »

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Post by Alcoholic »

are you sure you did a search? i remember a lot of the things you are asking...

caulk doesnt necisarily (however you spell it) make the map compile faster, it removes a face, and you get higher fps in the game (less things rendered).

clipping is making an imaginary wall that halts the movement of something. you make a clip by creating a brush and texturing it with the 'clip' texture you want.

i know you can find the difference of no-draw and caulk in a search. i remember 2 recent discussions about it.
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Post by Balr14 »

No-draw is invisible, caulk means don't render, which will act like a hole in the map. NEVER put caulk on a face you can see.
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Post by Alcoholic »

unless you wanna make some sort of crazy "im freaking out!" effect. :wink:
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Post by TheShiznaeSpe »

nodraw is commonly used on brushes with masked textures (textures u can see through: like gates, wires, etc.)

texture the entire brush with nodraw, then apply the masked texture to one side (it will be shown from the other side also)
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John Chambers
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Post by John Chambers »

Ok I am a nOOb too, and I have had problems when using the caulk texture. When I place caulk on the underside of a wall that is flush to the ground sometimes in game it looks like the light is going under the wall. I also usually get light leak compiler errors too. Would it be better for me to use no draw on the underside of a wall to prevent this, or would this kill my FPS by drawing twice as many textures for a box by also drawing the inside which no one will see? I think I remember reading that you just have to ignore these errors with caulk in these circumstances, but I just want to confirm this.

Bjarne's light leak tutorial: http://www.planetmedalofhonor.com/rjuka ... _leak.html

I looked at Bjarne's tutorial on fixing light leaks, but my lights are not underneath the caulked texture (the wall in this case, which is flush but shows light peaking through).

Bjarne mentions using less leaky textures on the underside of such "boxes", but to a nOOb like myself that leaves about 2,000 textures to choose from.

My main question here is would it be a really bad idea to swap caulk for no draw in such circumstances. If I get addition help that would just be an appreciated bonus. :D [/url]
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John Chambers
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Post by John Chambers »

Bjarne, thanks for the first link you listed. It is a true gem.

I already read vis for dummies, but thanks for that link too. It's a great tut.
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Post by rOger »

Ok, first The tutorial at Bjarne's isn't about light seeming to shine in from under walls, it about an error message in the compile phase.

Secondly It wont matter what texture you put underneath a wall that goes flush to the floor as it will be culled in any case. But if you want to use Caulk as a precaution. It will however not affect the light shining through.

There is three sure ways to fix your light problem.

1. Make the wall thicker. 32 units to be on the safe side.
2. Remove the light that is on the other side of the wall. It is this light that shines through.
3. Change the Density on the floor texture in "Surface Properties". Default is 32, changing it to 16 or maybe 8 will make the Lightmap more detailed, hence a smaller light leek. Small enough that it may hide under a thin wall. This one should only be used when all other tricks fail. If you use lower density on all surfaces you'll get a big, BIG BSP file and probably bad FPS as well.ase.
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John Chambers
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Post by John Chambers »

Thanks for your help Roger. I know I got off topic a little bit, and got ambiguous. I didn't know if the 2 errors I was getting were related or seperate. You made it clear to me they need separate fixes. I will use your advice to solve my one problem, and Bjarne's advice to solve my other although I still have a couple questions about Bjarne's advice. Good non-leaky texture anyone? I know I could use "anything", but what would be the best for FPS?[/i]
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John Chambers
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Post by John Chambers »

I just did a little more reading, and came across Z-fighting. Would these problems be an example of that?
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Post by Bjarne BZR »

Hey John, I dont think my light leak tutorial applies you your cases at all (that kind of leak is just a warning anyway, not an error).

Z-fighting is when you bplace to textures at the same place ( accidentally copy a brush so it is doubled in the same place, or just overlapping of brushes ). This causes a flickering effect in the game.
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Post by Alcoholic »

yeah its usually when things overlap, but i loaded mohaa on my dads laptop, and i could see z-fighting everywhere (game had about 30 fps on mid settings), so it can also just be your video card.
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