surfaceparm nonsolid


(Valhue2) #1

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) #2
    No matter what you do will not change the number of polys. You can make it a detail brush though.

(Valhue2) #3

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