Nosnap
Started by
CoachJason
, May 04 2005 09:07 PM
5 replies to this topic
#1
Posted 04 May 2005 - 09:07 PM
From a
processing/rendering perspective, what is nosnap? I know how to build
the nosnap way, but I just don't know what the term actually refers to.
My going theory is that it refers to vertices. If you process a world with nosnap, the compiler doesn't try to weld every vertex to another vertex, and simply uses the outer shell to seal everything. Is this correct?
My going theory is that it refers to vertices. If you process a world with nosnap, the compiler doesn't try to weld every vertex to another vertex, and simply uses the outer shell to seal everything. Is this correct?
#2
Posted 05 May 2005 - 09:05 AM
No Snap is bacially
where you build your map out of one sided brushes, and not the default 6
sided ones. It can help reduce lag, and make the file size smaller, but
if you do not use it right, you can destroy a map. Heres a link for a
little bit more abotu No-Snap, its for NOLF 1, but the same still
applies for NOLF 2.
No Snap
No Snap
#3
Posted 05 May 2005 - 07:11 PM
QUOTE(Spyder007 @ May 6 2005, 01:05 AM)
No Snap is bacially where you build your map out of one sided brushes...
Thanks for that Spyder, but just to explain again, I know what nosnap building is. What I was wondering, purely out of curiosity, is what the compiler does differently when it is processing a world with -nosnapnocsg.
I've read every tutorial which mentions nosnap and none of them actually explain that, they all simply tell you how to build the one-sided way without explaining how the compiler treats these brushes, and thus why it is a better way of building.
#4
Posted 19 May 2005 - 11:34 PM
QUOTE(CoachJason @ May 4 2005, 09:07 PM)
From
a processing/rendering perspective, what is nosnap? I know how to build
the nosnap way, but I just don't know what the term actually refers to.
My going theory is that it refers to vertices. If you process a world with nosnap, the compiler doesn't try to weld every vertex to another vertex, and simply uses the outer shell to seal everything. Is this correct?
My going theory is that it refers to vertices. If you process a world with nosnap, the compiler doesn't try to weld every vertex to another vertex, and simply uses the outer shell to seal everything. Is this correct?
Yea, thats about it. and not to remove ("S"ubtract) any "G"eometry that won't be seen by player (CSG).
You're doing that yourself.
#5
Posted 20 May 2005 - 09:22 PM
QUOTE(Coty @ May 20 2005, 03:34 PM)
Yea, thats about it. and not to remove ("S"ubtract) any "G"eometry that won't be seen by player (CSG).
You're doing that yourself.
You're doing that yourself.
Super, that helps a lot. Knowing how to do something without the why drives me insane, and ultimately leads to the Nuremburg defence.
#6
Posted 20 July 2005 - 05:42 AM
Sorry, the correct syntax for CSG is (Constructive Solid Geometry).
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