a question
When you build many blocks, what is better? To group them all in func_wall or leave them ungrouped? Does it uses any extra resources or takes down some fps in any way?
THanks!
I'm assuming you're talking about jumps.
It's best to group small amounts together. Depending on the room and how its designed. Stick to grouping around 5 together and it should be fine.
If you're talking about a block in a block map, then grouping all the jumps in each block to func_wall is what I mostly do do.
Ok, but what does grouping all the jumps gives? More fps or what and how??(Asking about theory)
This should not have any effects on fps of map.
Half-life has engine limits, and if you would func_wall every jump separately, without grouping them together, you would soon reach entity count limit and you would not be able to compile it.
Thats why you really have to group them into one entity (in case you have big amount of jumps/blocks in map).
To this limit counts everyting - even entites like func_wall or func_water, even entities like light/light_environment, even models.
Perdo, I have to disagree with you.
1. it DOES effects fps
a) if you group too much objects around the map into one entity - you force engine to process EVERY polygon in this group (even if you are near one object, and other objects of the group are in other room for example). More polygons - less fps.
b) visible entities are processed within larger distance rather worldbrush polygons. Basically larger the entity - the bigger distance engine draws it (around corners, in other rooms... behind visBlocks). I prefer to group mostly objects inside 512^3 area or less, objects that are seen all at once in the same area.
2. If you are talking about precache limit - light and other Point Entities have nothing to do with it. Precache number depends on number of used files (models. sounds etc.) and Solid Entities (func_wall and other "brush based" entities). Point Entities are limited with entdata, its not so low as precache limit so its much harder to reach it (use -chart in compile to see map resources and limits).
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