Re: Dev'ing for Source is tedious

CorporalAris wrote:keldorn wrote:Why are you converting func_details to displacements? Just don't do that.
Well displacements are cheaper and also to save on the brush limit. Well mostly at this pont becuase my map is dangerously close to the brush limit.
OH! That is something I had never thought of, substituting displacements for func_detail. It's less costly to the system you say?
For small stuff I probably think it isn't , but if you create the entire ground of your level from displacements. You will save alot of system resources.