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Hammer - Optimisation questions

  • Vaya
  • January 19, 2015 at 12:52 PM
  • Vaya
    • January 19, 2015 at 12:52 PM
    • #1

    Currently trying to optimise my map so I can do a full compile in under a week (1000 numportals down, 10,000 to go) Opposite of map-porn: http://i.imgur.com/94JtJGx.jpg Focusing on realigning the skybox currently so its shrank to the existing brushwork rather than a 'big box' that contains the whole map- I believe this is the biggest issue with the map at present. Further questions though that might help me:

    • How important is the 'power of 2' methodology for brushwork? If so is this just thickness or all dimensions?
    • Do hint brushes need to fully seal an area for them to be effective? Does it need to be a single hint brush per side if so, or do you 'fill in the gaps' between the brush and the skybox?
    • Area portals VS hint brushes. Any issues created with me just using hints for now?
    • Any way to 'join' numportals? I've noticed it creates a new one per ground brush.
  • clankill3r
    • January 19, 2015 at 12:56 PM
    • #2

    Fix your skybox, then worry about the other things.

  • Vaya
    • January 19, 2015 at 1:11 PM
    • #3

    ok


    at least that's an achievable goal just now. tedious, but achievable.

  • Vilham
    • January 19, 2015 at 1:21 PM
    • #4

    http://www.optimization.interlopers.net/index.php?chapter=intro


    the bible on this.

  • jackophant
    • January 19, 2015 at 2:56 PM
    • #5

    While not quite as in depth as the Interlopers article, ToppHATTwaffle's optimisation guide is a bit more visual if you learn better that way:


    TopHATTwaffle - Hammer Tutorial V2 Series #21 "Optimisation"


    Good luck!

  • Vaya
    • January 19, 2015 at 3:30 PM
    • #6

    Yeah I've watched that one a couple times. everything in it makes sense but it gets a little more complicated when you're trying to apply it to a fully (or close to fully) brushed level.


    Interlopers has answered a lot of my questions so that's good. LOTS of work for me with little visual improvement though.


    Lessons learnt:

    • A boxed-out skybox is amazing at hiding bad brushwork
    • probably start optimising at greybox. at least get the skybox wrapped around the brushes as this is a pain when your map is further down the line
    • full compile every couple of iterations
    • build using nodraw and then add textures to the visible faces, not the other way round
    • Visgroups are lifesavers

    Most of you are probably going 'duh' at this but hey, you only need to make a mistake like this once, right?

  • El_Exodus
    • January 19, 2015 at 4:05 PM
    • #7

    Don't forget, that you can load the portal file in hammer, too, so it's easier to see which areas you still have to optimize.

  • Vaya
    • January 19, 2015 at 4:14 PM
    • #8

    Yeah I'm going to use that in conjunction with visgroups once the skybox is finished.


    I'm learning a lot, that's the main thing!

  • leplubodeslapin
    • January 19, 2015 at 4:37 PM
    • #9

    Have you tried to func_detail your brushes that aren't floor/wall/ceilings ?

    I mean ...

    [Blocked Image: http://img110.xooimage.com/files/4/1/9/sans-titre-4989b12.png]

    WTF ?


    Can you share with us a vmf ?

  • Vaya
    • January 19, 2015 at 4:56 PM
    • #10

    [Blocked Image: http://i.imgur.com/K5rhkbF.png]


    These two brushes weren't func_detailed at the time of the screenshot. that's sorted now.


    Can I try to fix the issues myself before posting a vmf if I hit any brick walls? I like being as self-sufficient as possible...

  • leplubodeslapin
    • January 19, 2015 at 5:04 PM
    • #11

    It's not about doing your work, it's just in order to be able to see in a easier way the optimisation on your map.

  • Vaya
    • January 19, 2015 at 5:09 PM
    • #12

    sure, I'll send later when I'm home

  • tr0nic
    • January 19, 2015 at 5:41 PM
    • #13

    I usually hide props and func detail in visgroup and its really easy to spot what must be func_detailed. The replace texture is also very useful as you can replace all dev texture in one action. (Replace it with nodraw ofc)

  • Vaya
    • January 19, 2015 at 8:00 PM
    • #14

    https://www.mediafire.com/?8xjzdjpvpmh4e4v


    Warning - make make you wince

  • cashed
    • January 19, 2015 at 8:29 PM
    • #15

    I use dev or reflection textures to block out my levels. At the end I just do a mass replace texture to no draw

  • leplubodeslapin
    • January 19, 2015 at 8:35 PM
    • #16

    Can you upload your vmf on another website please ? I'm sorry but mediafire doesn't work here, i don't know why ...

  • Vilham
    • January 19, 2015 at 8:58 PM
    • #17

    Auto vis groups splits func_detail and props anyway

  • Vaya
    • January 19, 2015 at 9:46 PM
    • #18

    http://www.megafileupload.com/en/file/600532…lution-vmf.html

  • Vaya
    • January 20, 2015 at 6:24 AM
    • #19

    okay leplubodeslapin looked at the map last night and found massive inherent flaws with how the map was build:


    • overlapping brushes
    • misaligned brushes
    • brushes mainly built on a grid of 1
    • lots of offgrid work.

      I've decided to leave this one here and go to a simple AIM map and then come back to this .vmf. See if it's fixable, if not I'll start again at greybox and do it right.

    Edit- Thanks again to leplubodeslapin

  • Vaya
    • January 29, 2015 at 10:17 AM
    • #20

    How do you guys the balance between open skybox vs closed but optimised right? I want to keep the numportal count as low as possible but also don't want a limiting skybox...

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