q4 clipping / nonsolid question
Posted: Thu Jan 05, 2006 11:55 pm
i have some tiny details, like debris on the the floor, and i don't want the player to stumble over it. so rather then placing a huge clip brush over the floor, i convert all my debris brushes to a func_static and make it nonsolid (key: solid; value: 0).
is this the right way to do it? a func_static is a entity, right? so if have few dozens of these, will this hit the performance or cause any other problems? and should i make a func_static for each brush, or put all debris together in one func_static?
maybe i worry too much
is this the right way to do it? a func_static is a entity, right? so if have few dozens of these, will this hit the performance or cause any other problems? and should i make a func_static for each brush, or put all debris together in one func_static?
maybe i worry too much
