Does anyone have a link to building techniques with reduced lag in mind?
For examples of what I mean, when mapping for Half-Life and Half-Life2,
one has to be constantly keeping in mind the accepted limits for how many
polygons should be rendered in your view at any point in the environment.
So, using for example, the equivalent of a cube prim in that engine, if you
had a texture tiled once on each face (U 1.0 v 1.0) then each face is
counted as 2 polys. But, if you tile a texture on that face 10 times in each
direction, that same face is now counted as 200 polys. If all six faces are
textured like that it starts to add up fast.
Mappers have to use every trick they can think of to keep the poly count
as low as possible (while still making things look good) so you only repeat
tiling textures on faces that really matter.
Also, there is a texture that is used called "null" that looks the same as the
SL texture "totallyclear". If you apply it to faces that are never seen
(for example in between pieces of floor and walls that butt together) it
effectively strips away those polys from being rendered and frees up
polys for more important faces.
It's also taboo in that engine to intersect brushes (prims) as the intersection
point creates many unnecessary polygons (If you've ever seen a bad boolean
you'll get what I mean.)
I realize that this is a totally different engine, with it's own strengths/weaknesses,
but coming from that school of content creation, these issues are in my mind
when I'm building here and looking at other builds. I can't help but think
that there must be simple things we could be teaching all builders that
would help everyone's computers run faster.
So, if you can link me to this sort of info I'd appreciate it.
I'd love to know if using totallyclear on inner faces would help,
if texture scaling affects us all (as well as texture resolution),
if avoiding prim intersection would be well advised (or doesn't
matter).
Another thing I've been thinking about is that we need a function in the
build tools that allows us to do a texture replace. Imagine if you have
a prim you have selected and applied a texture to on all sides at once.
Later you change your mind and decide to retexture one or more of the
faces you can see, but forget the ones underneath, behind or in between.
Imagine this happens more than once on the same build, because I'm
sure it does.
Now when anyone approaches that build, their client is streaming in an
extra texture (or 2 or 6 etc) you can't even see.
It'd be nice to be able to seek out these textures that have become
obsolete to the build and do a replacement on the entire link set,
say, replace them all with totallyclear.
Not to mention, this would be a great help just for changing your mind
about a texture you are building with.
Does this function exist already? or is there a script that does this?
If not, where should I go to request a feature?
Thanks for reading. And thanks in advance for any links.