login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Help us translate Steam









Just so you know, such a approach affects optimizations.
It's models or nothing my dude
1. Make big room with tool/toolsskybox texture
2. Paint over floor this big room grass texture
3. Arrange the models of houses around the big room
PROFIT
Sure i exaggerated, but all house on map is just models, not brushes. I don't know why many mappers began to do this. But this approach, as for me, extremely terrible and it reminds me as, for example, if bad programmer instead of "switch" would use "ifelse".
But. Why am I write this. Just Source engine, rendering all on map, because no barrier (brushes), which would rendering other objects on map (maybe I can't see anything through the wall of the house, but the engine rendering other objects that are behind it). Because of what there are lags on old computers that meet the system requirements of the game Garry's mod.
P.S. My English is very bad
Well as of a week ago you'd be correct, lol