View Full Version : Semi-Solids
Messy-Marvin
28th Nov 2000, 07:22 PM
When(or where) is it best to place semi-solid brushes in my maps? Also, does this help with frame rates when playing the map? Please respond, and thanks.
NVerxion
28th Nov 2000, 07:59 PM
Using semisolids should help to reduce the node count which will improve the framerate a little. I mainly use them for supports and such... You can't subtract out of them, so their use will be limited that way. They also cause bsp errors sometimes, so it might be best not to use too many.
ChrisToth.hu
1st Dec 2000, 04:16 PM
Actually Semi-solids ALONE won't cause BSP errors because they are added to the geometry after all the BSP rebuilding stuff. They cause errors if they have conflicts with other semi-solids or other parts of the geometry. It's also not too good if you turn ****ing lotta times deintersected brushes into Semi-sols.
Messy-Marvin
1st Dec 2000, 06:26 PM
So semi-solids are supposed to reduce the node and poly count and help the map run smoother, right? So when I add these your saying that I shouldn't add deintersected brushes as semi-solids?
I'm guessing that I should the add special button for semi-solids. Transforming them from solids to semi-solids, will this give me a reduction in the node and poly count? Or do I need to delete the brush, rebuild, then add the semi-solid using the add special button?
I just want my map to run as smooth as possible because I'm afraid that I'll end up with a high poly count when it's finished.
NVerxion
1st Dec 2000, 10:13 PM
semisolids wont reduce polycount...
ChrisToth.hu
2nd Dec 2000, 02:18 PM
You CAN use deintersected brushes as semi-sols both by adding them as specials and adding them as solids and then right clicking and setting solidity to semi-solid.
I mean if you have for example a pillar and a huge high poly lamp from 3DS or just from the editor and you deintersect it with the pillar one or two times it is very likely to get some BSP errors wheter you are using semi-solids or not. BUT the case is that semi-solids are more "sensitive" for deintersections so leaving them as solids is better.
THERE IS NO RULE for this so you must experiment with solidity at different parts of your map to get the optimal settings.
Messy-Marvin
2nd Dec 2000, 09:20 PM
Now I understand, thanks guys for clearing that up for me.
But, about nodecounts, no I'll save that for another thread.
Thanks again.
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