I only texture brush faces that will be seen by the player in-game, the rest will maintain "nodraw". With nodraw texture applied to every brush face, I now begin to focus on texturing. Using developer texture for BSP block-in then replacing them with "nodraw" prior to texturing is the best option I've found. Also, if you want to compile and jump into the map to play-test, brushes will be invisible. I do not like this option because it is very hard to see what you are designing. This ensures the use of "nodraw" texture on every brush face without having to replace any textures later. No developer textures are used, you just go straight to using "nodraw". One of the workflows I've seen is using "nodraw" texture as a way to block in the entire environment right from the start. Why Not Start With NoDraw Texture From The Beginning I replace all developer textures with nodraw texture. Selected dev texture will now be replaced with nodraw texture: Find: is the texture you want to replace. Set the following properties inside "Replace Texture" window: With "Replace Texture" window open, click on "Replace: Browse" and look for the texture you want to have instead. This texture will be previewed in "Face Edit Sheet": In perspective viewport, left click on the texture from the map you want to replace. I need to replace all textures in the map to "nodraw" before I focus on texturing. To re-texture the entire environment from developer textures to "nodraw" textures, I use Texture Replace option. This way you are only using what you need and don't have hidden faces with textures that a player will never see. You want to apply "nodraw" texture to all brush faces that will not be seen by the player and only texture brush faces that will be rendered in-game. I can see which sections I already textured and which need to be worked on. In addition to the reasons above, "nodraw" helps me texture the environment faster. "nodraw" textures are used for optimization as the compiler skips making lightmap on this texture."nodraw" textures are used for brushes that don't need to be textured."nodraw" textures are not rendered by Source Engine.There are a few reasons I use "nodraw" textures: Now in the texturing stage I no longer need them. I want to replace them all with "nodraw" texture.ĭeveloper textures served a function by helping me focus on BSP block-in. This is what we ended up with from the previous tutorial:Ĭurrently, the environment contains all developer textures. Once you have blocked in the environment with BSP brushes, it is time to begin texturing it. I will be using CS:GO SDK version of Hammer Source, but any Hammer Source version will work with this tutorial including Team Fortress 2, Half-Life 2 and Left4Dead series. If you want to see all 5 parts and start from the beginning click here for all "Abandoned House Workflow" tutorials. This process can be applied to any game environment you create with Hammer Source. In this 2nd part of 5 you will see the texturing process for the "Abandoned House" environment.
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