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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: monster clip,no draw and caulk brushes usage
lanonyme
General Member
Since: Jul 11, 2006
Posts: 3
Last: Aug 17, 2006
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Category: DOOM III Mapping
Posted: Tuesday, Jul. 11, 2006 01:37 pm
Hello guys!
I'm new on mapping in doom 3 and I have just understood after having lag problem and seeing source of the game that I have to put some monster clip,player clip,clip,caulk and no draw brushes to optimize the map.I would like to know their usage and their differences if know that exactly.
Thanks in advance.
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foyleman
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Category: DOOM III Mapping
Posted: Tuesday, Jul. 11, 2006 02:05 pm
well.. you are on the right track.

all clip brushes simple stop something from passing. so a monster clip will stop a monster from passing that brush. You won't see the brush, but it will stop you (or it) from going past.

caulk is for optimising by reducing memory used in the game. If you have a brush face that can't be seen in the game, the caulk it. It won't cause leaks and it won't eat up memory by loading a texture that can't be seen.

nodraw is just what the name implies. It can't be seen and won't be drawn. It works very much like the caulk texture.

What you want to work with for better optimization is:

- use the portal brush to force splitting of your brushes and also to section off areas of your map. This will help to avoid drawing the brushes in a room that you know can't be seen but the game doesn'y yet know can't be seen.

- I would like to recommend the use of detail brushes, but I can't remember if they work in Doom 3 or not. Detail brushes were removed from Quake 4 where instead you turn brushes that you want to be detail into func_static entities. Well.. the func_static method should also work in Doom 3.
What I am getting at is that if you have a non-structural brush like a crate in you map, make it detail. This will prevent it from splitting the touching surfaces into multiple polygons which add to your troubles.

I think I made a video tutorial on doing all this. Check it out in the tutorials list (Left of page).

Also, since Quake 4 and Doom 3 are basically the same, I would recommend you check out Quake 4 for Dummies, but that isn't released until August 7th.

edited on Jul. 11, 2006 10:05 am by foyleman
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lanonyme
General Member
Since: Jul 11, 2006
Posts: 3
Last: Aug 17, 2006
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Category: DOOM III Mapping
Posted: Tuesday, Jul. 11, 2006 03:16 pm
Thanks for your help!

if I understand well:
To build a wall I have first to select the caulk texture,then to create the brush and only after to select the visible faces to applicate them their textures.
The no draw texture works very much like the caulk texture.
I have to put a monster clip wall in front of every wall and object a character are walking to.

-In the game,there are some no draw walls in corner corridors or some monster clip in front of several walls;Do I have to place one or two in my map and where?
-I have read somewhere that I have to surround entities groups with clip texture walls;is that right?
-On what other effect than light textured wall do I have to put some clip walls?

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