Skip Texture Usage
Quote from User on December 21, 2013, 1:16 pmhey guys,
I just wonder, would it be useful (example invisible texture) Sites that are inaccessible to the player, to texture them with the skip texture? (To prevent useless Hitboxes) Or, for example, Func_Brushes at the sides with texture Skip if the sides can not be seen instead nodraw? (Also to prevent hitboxes) Would that increase a little little bit the performance?
And it is worth to send Clear Parent Inputs to objects if they do not move anymore? Or turn off animations of models that are in other rooms than the player? And it is worth to 'kill' Entities (for example timer) when they are no longer used?
I know these are things that do not make much difference, but one probably it will help a little bit.
hey guys,
I just wonder, would it be useful (example invisible texture) Sites that are inaccessible to the player, to texture them with the skip texture? (To prevent useless Hitboxes) Or, for example, Func_Brushes at the sides with texture Skip if the sides can not be seen instead nodraw? (Also to prevent hitboxes) Would that increase a little little bit the performance?
And it is worth to send Clear Parent Inputs to objects if they do not move anymore? Or turn off animations of models that are in other rooms than the player? And it is worth to 'kill' Entities (for example timer) when they are no longer used?
I know these are things that do not make much difference, but one probably it will help a little bit.
Quote from Idolon on December 21, 2013, 2:39 pmChances are, trying to texture hidden faces with skip will only result in problems. Things textured with skip are skipped by vbsp (hence the name), meaning they don't make it into the final map.
Brushes are created by storing different 3D planes, and then forming edges where they intersect - this is why you can't make concave brushes, or brushes with faces that aren't flat. Because of this, every face of a brush has to be remembered, and so nodraw is already the best form of optimization there is.
As for cleaning up portions of the map that don't get used anymore, I wouldn't bother. This is the sort of memory optimization that you might consider on a computer with 512 KB of RAM, much less any machine capable of running Source. Additionally, physics/parented objects that aren't moving don't do regular physics calculations, but instead just check to see if they should be "awake" or not, keeping memory usage down.
Chances are, trying to texture hidden faces with skip will only result in problems. Things textured with skip are skipped by vbsp (hence the name), meaning they don't make it into the final map.
Brushes are created by storing different 3D planes, and then forming edges where they intersect - this is why you can't make concave brushes, or brushes with faces that aren't flat. Because of this, every face of a brush has to be remembered, and so nodraw is already the best form of optimization there is.
As for cleaning up portions of the map that don't get used anymore, I wouldn't bother. This is the sort of memory optimization that you might consider on a computer with 512 KB of RAM, much less any machine capable of running Source. Additionally, physics/parented objects that aren't moving don't do regular physics calculations, but instead just check to see if they should be "awake" or not, keeping memory usage down.

Quote from ChickenMobile on December 22, 2013, 5:02 amAre you all silly!?!?!
Skip does absolutely nothing!
If you want to use skip properly - look up HINT brushes.
Are you all silly!?!?!
Skip does absolutely nothing!
If you want to use skip properly - look up HINT brushes.
Quote from User on December 22, 2013, 7:48 amChickenMobile wrote:Are you all silly!?!?! Skip does absolutely nothing!*cough* i know? But thats not the point of this thread
*cough* i know? But thats not the point of this thread
Quote from Lpfreaky90 on December 22, 2013, 7:59 amFrom the vdc:
Texturing a brush entity with this texture will remove components of it from the map, which not only may result in compile errors like "bmodel 36 has no head node" but may also crash the game engine on load.
the tl;dr version:
If you don't want to see the a brush face: make it nodraw!
From the vdc:
Texturing a brush entity with this texture will remove components of it from the map, which not only may result in compile errors like "bmodel 36 has no head node" but may also crash the game engine on load.
the tl;dr version:
If you don't want to see the a brush face: make it nodraw!