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  2. Scoots1m

Posts by Scoots1m

  • t-junction issues

    • Scoots1m
    • July 24, 2015 at 11:48 AM

    The playable area does work, its mostly the skybox that causes the issues.


    Saying that, I could always change a few func_details to func_brushes in the playable area, but i think that's only going to give me a small % off the waterindices count compared to what the skybox is causing.

  • t-junction issues

    • Scoots1m
    • July 24, 2015 at 11:40 AM

    @veya, I've considered using propper to convert the skybox buildings into props, that will help but i didn't want to bump the map size up with models that were only getting used once.

    Vilham, I'm happy that someones recognized it ;) The layout isn't identical for the reason you stated, it wouldn't play well as the actual tobacco dock is gridlike. I loved the ironwork there, so i used that to style the map rather than just lifting the layout.

    laminutederire, The top layer is, the lower layer is more complex, but it doesn't need a skybox as its all underground.

  • t-junction issues

    • Scoots1m
    • July 24, 2015 at 10:43 AM

    I've taken a handful of screenshots, but I'm not sure how much sense you'll be able to make from them!

    http://imgur.com/a/1eBW5


    One big cause is the CT side skybox http://imgur.com/a/1eBW5#10 . Anything beyond the small ledge (and horrible metal placeholder wall) you see in that screenshot is func_detail, it also wont be walked on by players. You can see by comparing it to the next screenshot that none of it touches a world brush http://imgur.com/a/1eBW5#11 , except the water and its floor, which I've moved one unit away from everything.


    I'm planning on moving it all to the skybox once i finish the T side skybox, but i cant even compile with it there to test for now.

  • t-junction issues

    • Scoots1m
    • July 23, 2015 at 10:11 PM

    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!

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