• Optimizing open maps.
    22 replies, posted
Ok so i need some help for optimizing big and open maps such as flagrass just with more stuff in it. So lets say that i have a map like this which takes all grid, has a big displacement and some structures in it: [img]http://img12.imageshack.us/img12/3112/cornerphoto.jpg[/img] And this is what i usually do to optimize my maps: [img]http://img63.imageshack.us/img63/4725/cornerphotowithwhatidon.jpg[/img] Are there any more ways to optimize open maps like this without making some brushes func_detail and adding some nodraw to not visible brushes ? Edit: just ignore the fuck_detail, spelling mistake.
To be honest when your map is open and takes the entire grid you really have no hope of getting a desent result from Optimizing. [QUOTE=Fourm Shark;19612894]no draw on the outside of the skybox texture.[/QUOTE] That will have no effect to my undersating on how bsp's work.
[QUOTE=Fourm Shark;19612894]no draw on the outside of the skybox texture.[/QUOTE] I don't think it's necessary. The compiler find and nodraw all the fully void touching faces.
[QUOTE=benjojo;19612930]To be honest when your map is open and takes the entire grid you really have no hope of getting a desent result from Optimizing[/QUOTE] Well then, off to compiling process ! Damn this is gonna take forever.
Not only should you func_detail small brushes. You also need to func_detail brushes which don't really block visibility much, Like those pillars. You won't really see a difference ingame performance wise but your compiles will be faster.
Use propper on those building things and set the fade distance quite low then make a cuboid, almost the same size, same texture, only slightly smaller then put that inside the building things. That way when you get far away enough, the [I]kind of[/I] complex buildings will fade and be replaced with a very basic building. [editline]09:36PM[/editline] And I make everything nodraw to start off with and then texture it. I don't see the point of using dev textures, then re-texturing it properly. Making everything nodraw makes everything look neat and tidy, and you only have to worry about the faces showing.
[QUOTE=rieda1589;19613200]Not only should you func_detail small brushes. You also need to func_detail brushes which don't really block visibility much, Like those pillars. You won't really see a difference ingame performance wise but your compiles will be faster.[/QUOTE] I never really got, what would be the effect of making an entire wall/building func_detail?
Optimize the lighting by raising the light map scale. [editline]03:50PM[/editline] [QUOTE=Sirrus;19613755]I never really got, what would be the effect of making an entire wall/building func_detail?[/QUOTE] It doesn't cut up into vvis. (thus making the compiler try to find a retarded way to see if you can't see behind the wall.)
func_visclusters for open areas Make a box with trigger texture
"fuck_detail"? What ~ZOMG said may not be worth the trouble if those pillars aren't very detailed. Keep what you have.
Where do I find the propper prefabs? I have the .exe and the other file but no prefabs?
[QUOTE=Cyril;19612971]I don't think it's necessary. The compiler find and nodraw all the fully void touching faces.[/QUOTE] They aren't nodrawn, they are removed completely. Nodraw faces still exist. Also you shouldn't be nodrawing those bottom and side faces of that displacements brush, they shouldn't exist at all, you should only turn the top face of the brush into a displacement if that's all you need. Displacement faces with nodraw on don't work correctly anyway, they give you a compile error and are rendered in game.
Fog is good for optimising large open maps. You can set the farZ clip just beyond the fog end so it doesn't render what's hidden in the fog.
Plus...it's func_detail, not fuck_detail as you have written in the diagram. Small point, but one that should be made.
Ok now its compiling, stopped at 8... on portal flow.
[QUOTE=LightningX151;19624858]Ok now its compiling, stopped at 8... on portal flow.[/QUOTE] Hmm, well before you compile, set the option to fast on vis. This is generally for just quickly fixing things up in the map, but It speeds up compiling by ALOT. But this will probably cause a lower framerate however.
[QUOTE=ThaGuyWithCake;19625393]Hmm, well before you compile, set the option to fast on vis. This is generally for just quickly fixing things up in the map, but It speeds up compiling by ALOT. But this will probably cause a lower framerate however.[/QUOTE] Don't listen to him, fast is only for testing, not for final release(s). use Final or normal on everything if you are at the last compile. [editline]08:56AM[/editline] Do what DanielPinoy said. [editline]08:57AM[/editline] [QUOTE=metallics;19624208]Also you shouldn't be nodrawing those bottom and side faces of that displacements brush, they shouldn't exist at all, you should only turn the top face of the brush into a displacement if that's all you need. Displacement faces with nodraw on don't work correctly anyway, they give you a compile error and are rendered in game.[/QUOTE] It looks like its the outside of the displacement so it doesn't leak to me.
So i stopped the compiling because it stopped at 9. So i tryed to use func_viscluster, placed it on the top of my stuff, tryed to compile at normal speed. And i was surprised, I ONLY TOOK ABOUT 10 MINS. (also thanks DanielPinoy for the recomendation) /caps
[QUOTE=Firegod522;19626012]Don't listen to him, fast is only for testing, not for final release(s). use Final or normal on everything if you are at the last compile. [editline]08:56AM[/editline] Do what DanielPinoy said. [editline]08:57AM[/editline] It looks like its the outside of the displacement so it doesn't leak to me.[/QUOTE] I didn't mention leaks anywhere in my post. Please re-read it.
Learn how to func_detail. Func detail small brushes as you said isn't all you use it for. Use hintbrushes and stuff too.
[QUOTE=Rastadogg;19616897]Where do I find the propper prefabs? I have the .exe and the other file but no prefabs?[/QUOTE] Thanks for the dumbs, it was really helpful Honestly, I'm not stupid, I looked and as far as I can tell they don't exist in the new update. So, you know what would actually help? Just telling me where the fuck to find them.
[QUOTE=metallics;19626990]I didn't mention leaks anywhere in my post. Please re-read it.[/QUOTE] I know you didn't I was saying he probably put a nodraw brush at the bottom of the level so it doesn't leak entities instead of having the sides of the displacements nodrawn. [editline]05:16PM[/editline] [QUOTE=Rastadogg;19633269]Thanks for the dumbs, it was really helpful Honestly, I'm not stupid, I looked and as far as I can tell they don't exist in the new update. So, you know what would actually help? Just telling me where the fuck to find them.[/QUOTE] Type in entities info_prop_options for the prop info (save path and stuff) for static props and info_prop_physics for the props info like texture type (i.e. sounds like concrete.) and put in the map. The .vmf of the .20 (.21?) just had those entities in a .vmf with nothing special changed in them.
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