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Hammer Tutorial #21 "Optimization"

  • TopHATTwaffle
  • April 13, 2014 at 11:00 PM
  • TopHATTwaffle
    • April 13, 2014 at 11:00 PM
    • #1

    Hey everyone! I've completed a new Hammer tutorial that I wanted to share with you all. This one covers optimization!


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    Table of contents:Func_Detail - 00:19Skybox Creation - 5:52Hint / Skip - 16:46Func_Occluder - 24:42Func_Areaportal - 25:34Func_Areaportalwindow - 30:41Fog Z-Clip - 33:32Prop Fade Distance - 34:23

  • General Vivi
    • April 14, 2014 at 12:47 AM
    • #2

    I didn't know you could negative hallow. !!!! .

  • leplubodeslapin
    • April 14, 2014 at 6:39 AM
    • #3

    Best. Optimisation. Tutorial. Ever.


    Actually this time i haven't learned anything but it's perfect so i'll share to everyone who is asking me how to optimise a map.

    Excellent job Tophatt, i always really appreciate your tutorials.

  • Cruckz
    • April 14, 2014 at 10:15 AM
    • #4

    Great tutorial, very well produced!

  • PogoP
    • April 14, 2014 at 11:20 AM
    • #5
    Quote from generalvivi

    I didn't know you could negative hallow. !!!! .


    WHUT! How did you not know this vivi!!

  • General Vivi
    • April 14, 2014 at 7:31 PM
    • #6

    I don't randomly go around throwing negative signs in-front of things. I might as well force the editor to crash

  • TopHATTwaffle
    • April 14, 2014 at 8:00 PM
    • #7
    Quote from generalvivi

    I don't randomly go around throwing negative signs in-front of things. I might as well force the editor to crash

    Try it with lights

  • Demonz312
    • April 14, 2014 at 8:25 PM
    • #8

    good tutorial dude thanks for that

  • BaRRaKID
    • April 15, 2014 at 7:59 PM
    • #9
    Quote from generalvivi

    I didn't know you could negative hallow. !!!! .


    Haven't touched Hammer in a few years, but if things are still the same you can use negative values on pretty much all the tools. For example using negatives on the texture editor flips the texture.

  • sevin
    • April 16, 2014 at 3:04 PM
    • #10

    Great tutorial as usual Doug. However, could you go a bit more in-depth about occluders and their practical uses? I know you say you don't use them often, but I know several mappers who use occluders a lot on smaller maps where areaportaling and splitting visleafs doesn't help them as much.

  • TopHATTwaffle
    • April 16, 2014 at 3:40 PM
    • #11

    Seth, then they would be your best resource to go to. I've never used them in a public release of a level... ever... I think they are a pretty useless entity actually.

  • Warby
    • April 16, 2014 at 6:06 PM
    • #12

    good stuff! the world needs more optimization !

  • Castle
    • April 17, 2014 at 4:01 AM
    • #13

    Thanks I found this useful. I was not aware that area portals scissor on this engine. I also didnt know about area portal windows.

  • Mapham
    • April 17, 2014 at 10:25 AM
    • #14

    If I create normal brush with decal texture, like bomb site A mark, is it heavy for processing? I cant find normal sized decals so I had to use them as normal texture to change the size.

  • Squad
    • April 17, 2014 at 11:14 AM
    • #15

    You can change the scale of overlays (use overlays, not decals). Make sure texture lock is on and just make them the size you want them to be.

  • dux
    • April 17, 2014 at 12:31 PM
    • #16

    Your tutorials are pretty damn good. Hats off.

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