blackdog Posted September 5, 2018 Report Posted September 5, 2018 (edited) On 9/1/2018 at 11:01 PM, poLemin said: Groups do not have an impact. What @ElectroSheep probably suggested is to tie several brushes into one func_detail. func_detail, like most brush entities, can consist of several brushes. So select for example all trims around a certain building, hit CTRL+T and tie them to one func_detail. If you want to manipulate single pieces of it later on, use the ignore group function (the "ig" button on top), to be able to select them individually. Or use the vertex tool(?) My thought when I read that was, tho, if making it all func_detail would cause it to possibly pop in-out of view more easily/in less manageable way (VIS goodness & co.) 10 hours ago, MikeGon said: I agree. The challenging thing with these buildings in particular though is that they're made of so many brushes, to create negative spaces to fit the doors and windows: ...a decision which I'm kind of regretting now though, I'm thinking of reworking them all from scratch... They're likely the #1 reason why my brush count is so high is the first place But yeah converting all those to displacements would be one hell of a mess right now... I have to simplify them first! (Thanks @grapen and @untor) Can’t see @Radu‘s screens… can you not select all those faces and convert to displacement, wouldn’t it be treated as one? (Or the gaps fuck it up?) Is it possible to make the whole facade of the building a func_detail, the thickness of the door/windows? Also making buildings instances, would it help at all with performance? Edited September 5, 2018 by blackdog Quote
MikeGon Posted September 7, 2018 Author Report Posted September 7, 2018 On 9/5/2018 at 6:22 AM, Squad said: Yeah, pretty much. Not sure why you got the extra set of displacements on every corner of the buildings. Could do without it imo, unless you want more accurate control when painting blend materials. If it's for CSGO, you can go pretty nuts with the amount of displacements. @Radu @Squad But adding displacement brushes counts towards the overall brush count right? What you guys are suggesting involves multiplying the amount of brushes on facades that are already complex... Are you sure its okay to do this? I'll start by backing up my stuff, then try it with one buildings and post it here! These buildings really need rounded corners like the ones you're showing @untor, I will try to get similar results! On 9/5/2018 at 10:15 AM, blackdog said: Also making buildings instances, would it help at all with performance? All the buildings that are outside the play area are instances, and apparently they act the same as if they were in the main vmf file. They don't really help with performance (from what I can tell) Thanks guys! Quote
Radu Posted September 8, 2018 Report Posted September 8, 2018 8 hours ago, MikeGon said: @Radu @Squad But adding displacement brushes counts towards the overall brush count right? What you guys are suggesting involves multiplying the amount of brushes on facades that are already complex... Are you sure its okay to do this? I'll start by backing up my stuff, then try it with one buildings and post it here! Displacements don't count towards the brush limit. They have their own category. MikeGon 1 Quote
Squad Posted September 8, 2018 Report Posted September 8, 2018 (edited) Have a look at inferno and dust2, they make extensive use of displacements. Displacements have their own max limit. Not sure if that means they're also counted as regular brushes or not tbh. Edited September 8, 2018 by Squad MikeGon 1 Quote
Radu Posted September 8, 2018 Report Posted September 8, 2018 2 hours ago, Squad said: Have a look at inferno and dust2, they make extensive use of displacements. Displacements have their own max limit. Not sure if that means they're also counted as regular brushes or not tbh. Did a quick test, to be extra sure, where I turned a brush face into a displacement. They don't count as regular brushes. Squad, MikeGon and esspho 2 1 Quote
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