#Question about best practices

1 messages · Page 1 of 1 (latest)

grim briar
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would it be better to have more smaller brushes that allow for less of a texture to be drawn or larger brushes that leave most of the texture hidden but result in fewer total brushes.

See the picture for example, this is an indented doorway, the wall that touches the door is only visible for this ~8unit wide section leaving the rest of the texture hidden complete away, would it be better to split this brush so that only the visable section is its own brush allowing you to hide the rest of it?

polar spire
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Brushes are divided every 1024 units automatically, just build for your pleasure, count and save when messages about limits appear

visual latch
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Fewer brushes are better for brush limits. In-game the faces will be "trimmed" as long as the adjacent brushes are either both world geo or both func_detail. If they're mixed, then shortening it to fit or splitting it to make the rest of it nodraw could make sense to do.

drifting latch
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Yeh, it's more of a compiler limit than anything. The compiler will output a playable mesh space regardless