Sirlock Posted June 13, 2015 Report Posted June 13, 2015 When designing a csgo map is it super important for brushes to not overlap or to go into other brushes, or does it not really matter? I have the layout for my map established quite well at a certain stage right now I just figured I don't want to go into texturing or anything if some of my brushes are going to cause problems down the road, so figured I'd try and get an understanding whether I should redesign the maps brushes before I go any further. Quote
DrywallDreams Posted June 13, 2015 Report Posted June 13, 2015 It doesn't matter too much, but try to avoid it as it will split up your other brushes where intersections occur. Quote
Flora Canou Posted June 13, 2015 Report Posted June 13, 2015 At least it will need more time when compiling.Other phenomena unguaranteed. Quote
cashed Posted June 13, 2015 Report Posted June 13, 2015 You run into possibilities of extra unneeded faces which then get world rendered and lightmapped. Quote
2d-chris Posted June 13, 2015 Report Posted June 13, 2015 Try not to, but if it's a massive rework don't bother, my source maps where never that clean and they ran fine, source is running at like 200 fps for most people these days, a few faces here and there isn't going to kill it. Quote
Sirlock Posted June 13, 2015 Author Report Posted June 13, 2015 I ended up remaking the map entirely last night with only as many brushes as I need but I saved it as a new project so I still have my old one, the new map feels a tad larger even though I pretty much matched the dimensions. Quote
laminutederire Posted June 14, 2015 Report Posted June 14, 2015 Try not to, but if it's a massive rework don't bother, my source maps where never that clean and they ran fine, source is running at like 200 fps for most people these days, a few faces here and there isn't going to kill it. Who are these people? I barely manage to run official maps at 60fps and my computer isn't that shitty @Sirlock it is a good idea to avoid brushes overlapping, it saves a huge amount of compiling time and it makes debugging a map much simpler (trust me, I've been there..). Also, cleaning it up can make you have some good ideas for the area , since you have to think the area differently Quote
2d-chris Posted June 14, 2015 Report Posted June 14, 2015 Well, when on occasion you see a source game in a hardware review it's hitting off the charts - any half decent gfx card in the last 2-3 years will be capping out at insane frame rates, I don't want to be harsh but a PC that runs source at less than 60 fps isn't anything to write home about Not saying you need a better pc, at the end of the day 60fps is perfect But not all games run on source engine. My point is that Source engine is very optimized and efficient, so unless your going crazy with your level or just have no idea what you doing it has quite a lot of breathing room in terms of performance. Quote
Recommended Posts
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.