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Marcos

WIP in WIP, post your level screenshots!

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You can make a whole building as func_detail if you want, but this way the building won't hide what's happening behind it basically.

 

What do you mean by portals ? Visleaf ? https://developer.valvesoftware.com/wiki/Visibility_optimization

 

I think so. I'm using http://www.youtube.com/watch?v=ZjuHiEKYb9k. It's the same shit?

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It would also be hugely beneficial to decompile some official maps, and look at how Valve have done it.

 

https://developer.valvesoftware.com/wiki/Decompiling_Maps

 

Generally, any brushes that are not blocking vis should be function detail. This often includes whole buildings. However, portals will only work if they are totally surrounded by world geometry.

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It would also be hugely beneficial to decompile some official maps, and look at how Valve have done it.

 

https://developer.valvesoftware.com/wiki/Decompiling_Maps

 

Generally, any brushes that are not blocking vis should be function detail. This often includes whole buildings. However, portals will only work if they are totally surrounded by world geometry.

I thought decompiling wouldn't give accurate optimization stuff.  Isn't half of optimization for the compiler only?

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Nah. Decompile a map - de_dust is a good example.

 

View the underpass, then go to the vis groups, and turn off everything except the world geometry and area portals. From here, it should be easy to see how area portals work - especially if you go in game and use the mat_wireframe commands to see the effect they are having. Same deal with func_detail.

 

https://developer.valvesoftware.com/wiki/Mat_wireframe

 

edit: That was a reply to Marcem

Edited by OrnateBaboon

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