The main goal of this short tutorial is to give you the keys to building a clean and FPS optimized room with Radiant.
As the goal is to have the most FPS friendly map possible, we first need to take care of some settings. The caulk shader is one of the most important here; when adding a new brush, it should always be textured with the caulk shader in order to avoid useless drawnings made by the engine.
Setting it as the default texture to apply is a good way to avoid having
to think about it, in NetRadiant, open the
menu, click the
Settings > Brush entry and check the
Always use caulk for new brushes checkbox.
Almost done. when clipping a brush, the last selected texture is applied
to the new faces of the brush. In order to avoid this and automatically apply
the caulk texture, we need to set another option up: select the
entry of the
Preferences menu and check the
Clipper tool uses
There is nothing much to say about building an optimized room, the only good thing to know is: avoid the
hollowtool and join your brushes with a 45 degrees angle to get the most of a FPS-friendly rendering.
So, here is how to build such a room.
At first, after drawning a squared brush, select the
We will only have to use the 2-points clipping technique: select the view which
suits your need (the
Y,Z view in our case) and click on the far
bottom edge to place the 1st point of clipping, then place the 2nd point at
exactly 45 degrees. For a 32 units height brush, it's a 4 units offset:
Still in the same view, do the same on the opposite side of the brush
then change to the
X,Z view and repeat the process on these
two sides of the brush:
When the 4 sides have been clipped, we can now duplicate our brush:
press the SPACE bar and use the
Z-axis Flip tool to put the side upside-down:
Now if you rotate this brush with the
Y-axis Flip tool,
you will have a perpendicular brush, suitable for a wall:
Repeat the process until you get all your floor, your ceil and your 4 walls. Congrats! You just have done the perfect room :)
As an end note, you may notice that using the 45 degrees edges allows us to restrict the texturing process to visible surfaces only, and thus making the brush FPS-friendly. The example room is available as tuto_optimized_first_room.map.