Vaya Posted January 19, 2015 Report Posted January 19, 2015 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. Quote
clankill3r Posted January 19, 2015 Report Posted January 19, 2015 Fix your skybox, then worry about the other things. Vaya and Thurnip 2 Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 ok at least that's an achievable goal just now. tedious, but achievable. Quote
Vilham Posted January 19, 2015 Report Posted January 19, 2015 http://www.optimization.interlopers.net/index.php?chapter=intro the bible on this. jackophant and Vaya 2 Quote
jackophant Posted January 19, 2015 Report Posted January 19, 2015 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 and leplubodeslapin 2 Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 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? text_fish and jackophant 2 Quote
El_Exodus Posted January 19, 2015 Report Posted January 19, 2015 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 1 Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 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! Quote
leplubodeslapin Posted January 19, 2015 Report Posted January 19, 2015 (edited) Have you tried to func_detail your brushes that aren't floor/wall/ceilings ? I mean ... WTF ? Can you share with us a vmf ? Edited January 19, 2015 by leplubodeslapin jackophant 1 Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 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... Quote
leplubodeslapin Posted January 19, 2015 Report Posted January 19, 2015 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. Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 sure, I'll send later when I'm home Quote
tr0nic Posted January 19, 2015 Report Posted January 19, 2015 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) Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 https://www.mediafire.com/?8xjzdjpvpmh4e4v Warning - make make you wince Quote
cashed Posted January 19, 2015 Report Posted January 19, 2015 I use dev or reflection textures to block out my levels. At the end I just do a mass replace texture to no draw blackdog, Spherix and Vaya 3 Quote
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