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| from an interview
with Paul Jaquays, designer id Software. 2001 "How much does the multipass stuff like fog, etc. affect the poly count? "Significantly. Generally speaking, all textures drawn in the world require a minimum of two redraw passes. Every time you add a stage of manipulation to a texture, you must redraw the world (or at least that part of it), essentially adding the number the polies containing that texture to the total poly count. If you can see a polygon through another polygon, as is the case with many of the alpha channel functions (transparencies, translucencies, cutouts, decals) and special cases like water and fog, you add the count for the texture that you are seeing through to the textures you can see. Think of it as stacking up layers. Each pass on a texture is a layer. Each pass on a texture you are looking through is a layer added to the stack. Each layer requires a redraw pass of the world." |

Mitering or Mitre - recent research has shown it is not needed, if the textures on all faces is aligned to world, and match. With all textures matching, compile turns the touching brushes into one face anyway. So i do not incude that.
HINT/SKIP brushes - complex subject i did not include. There is a good tutorial on HINT/SKIP at counter-map anyway. See the links
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For gl commands you will want to start in single player test mode which is done with a batch file or WC command like this test.bat :
| c:\SIERRA\Half-Life\HL.exe +map %1 -console -game cstrike -
where map %1 takes the map name.
USAGE: in MSDOS mode type test yourmapname.bsp to run. |