CoachJason Posted May 5, 2005 Share Posted May 5, 2005 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? Quote Link to comment Share on other sites More sharing options...
Spyder007 Posted May 5, 2005 Share Posted May 5, 2005 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 Quote Link to comment Share on other sites More sharing options...
CoachJason Posted May 6, 2005 Author Share Posted May 6, 2005 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. Quote Link to comment Share on other sites More sharing options...
Coty Posted May 20, 2005 Share Posted May 20, 2005 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? 2927[/snapback] 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. Quote Link to comment Share on other sites More sharing options...
CoachJason Posted May 21, 2005 Author Share Posted May 21, 2005 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. 3976[/snapback] Super, that helps a lot. Knowing how to do something without the why drives me insane, and ultimately leads to the Nuremburg defence. Quote Link to comment Share on other sites More sharing options...
Coty Posted July 20, 2005 Share Posted July 20, 2005 Sorry, the correct syntax for CSG is (Constructive Solid Geometry). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.