View Full Version : surfaceparm nonsolid
Valhue2
8th December 2002, 00:26
surfaceparm nonsolid, does this add cluster portals? Say i was to make a hugely complex statue thing out of patch meshes and i used shader scripts that are given the surface parm nonsolid. Would this create more clusters or add any more complexity to the compileing aspect of the program?
Note that I would be using clip, and weaponclip on it as a sheild, but only for simplisity's sake.
Peace,
V^2
omnix32
8th December 2002, 02:25
No matter what you do will not change the number of polys. You can make it a detail brush though.
Valhue2
8th December 2002, 06:59
Yes i know it will have a set number of polys,.. im asking if it makes the bsp tree more complex.. Ok heres a hypothisis:
I make 2 simple square rooms for this example, in one i have, lets say, a totum pole made from brushes, and in the second room i have that very same totum pole made from the same ammount of brushes but these brushes are applied w/ a shader w/ the nonsolid param to it. Now what I want to know is, does the nonsolid parameter for a shader effect how its calculated in q3map2? Like does it increase the splits in the level (the portals, area's, bsp splits {im fairly new to mapping for Q3, so im not quite sure what this is called for quake, in Halflife these were called leaf nodes or something similar})? Ahh.. its the same effect you get when you use a hint brush, where it splits up all solids it touches (including the empty hull that its in, because i think of those splits as the boundaries for an invisable wall, the wall is there in 3 dimensions).
Better yet,.. what approxamately does the shader parameter nonsolid do? (I know it makes the brushes non solid, Duh!.. technically speaking).. How does this effect the surrounding bsp?
V^2
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