Caulk

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Revision as of 22:31, 11 April 2020 by Geep (talk | contribs) (Condense further)
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Introduction and Main Uses

The word "caulk" can be used in two senses:

  1. as a texture, which appears magenta in DR, but is not drawn in-game. Like other textures, it can be applied to the faces of brushes (worldspawns), func_statics, and so on.
  2. as a worldspawn brush with the caulk texture applied to one or typically all surfaces.

It is the second meaning in which caulk actually most useful:

  • for sealing areas of your map against the void;
  • for defining and sealing, in conjunction with visportals, individual vis leaf areas of your map. These are important for avoid unnecessary, performance-sucking rendering, and to provide more-plausible sound propagation. For more about this, see Visportals and Sound Propagation: Part 1.

Other transparent "no draw" textures do not have the sealing property that caulk has. Caulk's transparency allows the portalsky to be seen through it, as well as any func_statics that touch your current vis leaf. That means you can cut a func_static house in half with a caulk brush, and still see both sides of it. Using portalsky this would not traditionally be possible. (It now depends on portalsky mode--see [1].)

Other Uses of Caulk

Other secondary potential uses, of caulk as a texture, are:

  • to hide unseeable back-surface polygons (tris) of an object for performance - worth the effort only if planning massive cloning of that object;
  • to avoid z-fighting in certain situations;
  • as a mapper convenience tool, namely, one way to make it easy to see into your map from the void, using the built-in DR Caulk filter.

Expand the section below to read the condensation of an early analysis, with examples, that considered these uses.