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Dodgeball Hell / Re: The Hitchhiker's Guide to Dodgeball Map Making
« on: August 13, 2014, 04:32:03 am »Also I'd reccomend VIDE instead of pakrat.
I personally use BspZipGui, but anything is better than pakrat TBH
I feel as if creating each block with nodraw and then going back and texturing each individual face is a good habit to get into early on.
Actually, you are better off using dev_measuregeneric01 on vertical brushes (walls, etc.) and dev_measuregeneric01b on horizontal brushes (floors, ceilings, roofs, etc.) and then texturing only after you have the map done as far as game play goes. I know a lot of people think that you are somehow optimizing your map by using nodraw on everything, but that is just an uneducated myth. For each individual brush model, only faces that touch a visleaf are compiled. The end result is something like this: https://developer.valvesoftware.com/w/images/0/0e/Optimize.jpg which means making sure that you have a nodraw texture in places where no texture is visible to the player is an exercise in futility since it will be removed all together due to the way that BSP works.