Jump to content

Hammer - Optimisation questions


Recommended Posts

Posted (edited)

okay leplubodeslapin looked at the map last night and found massive inherent flaws with how the map was build:

 

  • overlapping brushes
  • misaligned brushes
  • brushes mainly built on a grid of 1
  • lots of offgrid work. 

    I've decided to leave this one here and go to a simple AIM map and then come back to this .vmf. See if it's fixable, if not I'll start again at greybox and do it right.

Edit- Thanks again to leplubodeslapin :)

Edited by Vaya
  • 2 weeks later...
Posted (edited)

How do you guys the balance between open skybox vs closed but optimised right? I want to keep the numportal count as low as possible but also don't want a limiting skybox...

Edited by Vaya
Posted

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:

 

open_skybox_hammerq3uie.png

Posted (edited)

[...] 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.

Edited by El_Exodus
Posted

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

Posted

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. 

 

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.

Posted

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. 

 

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Mapcore Supporters

    aphexjh       Badroenis       celery⭐      EGO DEATH ⭐      Freaky_Banana      FMPONE ⭐      Harry Godden      JimWood ⭐      JSadones      poLemin      Vaya

    Funds go towards hosting and license costs, Discord server boosts, and more. If you'd like to donate, check out our Patreon announcement.

×
×
  • Create New...