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Hammer - Optimisation questions

  • Vaya
  • January 19, 2015 at 12:52 PM
  • El_Exodus
    • January 29, 2015 at 10:55 AM
    • #21

    I don't know how the pros in here are handling this, but for the moment i keep my skybox completely open over the map itself, and close it right behind the surrounding walls of the map. I hope you see what i mean:


    [Blocked Image: http://abload.de/img/open_skybox_hammerq3uie.png]

  • Vaya
    • January 29, 2015 at 11:05 AM
    • #22

    yeah it seems the most suitable for counterstrike


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


    1 and 4 here would stop all nades over the tops of buildings.

  • Vilham
    • January 29, 2015 at 11:20 AM
    • #23

    I have never been sure about that, if you look at valves maps they block off all edges quite aggressively, that leads me to believe nades will go through skybox texture.

  • El_Exodus
    • January 29, 2015 at 11:24 AM
    • #24
    Quote from Vilham

    [...] that leads me to believe nades will go through skybox texture.

    Nah, blocking off nades. If you look at Dust 2, you can't throw nades from double doors long to short.

  • Vaya
    • January 29, 2015 at 11:32 AM
    • #25

    Yeah nades don't go through the skybox, unless there's a entity flag I've missed somewhere.

  • jackophant
    • January 29, 2015 at 11:59 AM
    • #26

    I keep my skybox open as I block out and test, but I then start bringing it in tight.


    Like you I don't want nades to be restricted, but I'm finding it hard to work out which angles are overpowered (like dust2 long/short) and are worth covering.


    Don't they also block geometry? As my map is on a hill, you can look up as T and see the stupas as a landmark to travel towards. A skybox would block that no? Unless I stuck them in the 3d skybox I suppose... But then they aren't THAT high either.


    meltdown.exe

  • Vaya
    • January 29, 2015 at 12:26 PM
    • #27

    yeah they block geometry. I have a building you can see from the majority of the map (needs to be a world brush as the windows are breakable.) Nodraw -also usable as a seal- doesn't block geometry but seems to cause weird visual flickering at times.


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


    Paint mockup of before and after of what i'm going to need to do. I don't think it'll cause too many issues with numportals as long as I keep the new area created as simple geometrically as possible and put hint/skip where the skybox brush used to be.

  • Vaya
    • January 29, 2015 at 6:30 PM
    • #28
    Quote from Vaya

    yeah they block geometry. I have a building you can see from the majority of the map (needs to be a world brush as the windows are breakable.) Nodraw -also usable as a seal- doesn't block geometry but seems to cause weird visual flickering at times.


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


    Paint mockup of before and after of what i'm going to need to do. I don't think it'll cause too many issues with numportals as long as I keep the new area created as simple geometrically as possible and put hint/skip where the skybox brush used to be.

    Finished this and compiled


    before


    681 numportals


    after (finished greybox of my remake of the map at the start of the thread)


    768 numportals.

  • El_Exodus
    • January 29, 2015 at 6:36 PM
    • #29

    Totally worth it.

  • jackophant
    • January 30, 2015 at 10:38 AM
    • #30

    [Blocked Image: http://cdn.meme.am/instances/57218079.jpg]

  • Vaya
    • January 30, 2015 at 11:14 AM
    • #31

    one thing I've noticed btw jackphant- if you can see the visportal the geometry is in the skybox won't block it. I don't know how consistent this is though...

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