Hi All!
I've hit the t-junction limit on my map and I'm struggling to understand why I'm anywhere near it. I was hoping someone might be able to shed some light on how to get past this!
I know that a t-junction occurs when a func_detail brush touches a world brush, I've spent a vast amount of time optimising my map to avoid this, here's what I've tried so far:
- Moving func_detail brushes one unit away from any world brushes (used this a lot).
- Using func_brush instead of func_detail when i cant use the technique above for aesthetic purposes. (I don't like doing this, i know func_brush is more expensive)
- Use Propper to convert sections of your map into props. I've already used this heavily, I've converted a lot of my complex geometry into propper models.
- Increase the Lightmap Scale - Not sure why this works, or if it even does. I'm using a lot of temporary textures and everything is already at 128/256.
- Optimized my geometry where possible, e.g Used one brush where I've previously used multiple.
I use a lot of instances in my map, most of which are models + a couple of func_detail brushes. I've tried compiling with only world brushes + instance vis groups toggled on the map, and that shows about 30% waterindices (as opposed to 0% without instances toggled on). However it should show 2-3% instead of 30%, as I've inspected the positioning of every single one of my instances and none of the func_detail brushes in the instances touch any world brushes. So I'm at a loss as to why any t junctions are even being created...
I've func_detail'ed a huge chunk of the skybox on my map, none of which is touching a world brush, and that's still increased the number of t-junctions. This shouldn't be happening as its a floating batch of func_details nowhere near any world brushes.
Does anyone have any experience with this?
Thanks!