Well, I need help on optimising this outdoor map,what can be done besides func_detail, and where can I place area portals in this map because when I try and place them they tend to cut up the map..
[img]http://i48.tinypic.com/dca1p3.jpg[/img]
Areaportals mainly go in doorframes and windows. Use Hint brushes instead, I suppose.
[QUOTE=Spartan One;22550316]Areaportals mainly go in doorframes and windows. Use Hint brushes instead, I suppose.[/QUOTE]
Well I sorta got that down, is it possible for you to pick possible points where they should go?
All those transformed off grid brushes are a nightmare for hammer. What is that, actually? some kind of large corridor/canal? Some more pics could help. Might be better to use displacements for rounded things. One thing you could do though, is make all off grid brushes, all those roundings, or maybe the whole corridor func_detail, then very low-polygon nodraw walls behind everything to seal the map from leaks. In very large open areas you can also fill the whole area with a large trigger brush tied to a func_viscluster (if you're mapping for an orangebox game, that is).
Don't know much about area portals tbh, clever brush work and func_detail/viscluster does the job for me.
func_visclusters will only be helpful if compiling is taking a while. They won't optimize your map in any way.
[QUOTE=Project Ninety;22550385]All those transformed off grid brushes are a nightmare for hammer. What is that, actually? some kind of large corridor/canal? Some more pics could help. Might be better to use displacements for rounded things. One thing you could do though, is make all off grid brushes, all those roundings, or maybe the whole corridor func_detail, then very low-polygon nodraw walls behind everything to seal the map from leaks. In very large open areas you can also fill the whole area with a large trigger brush tied to a func_viscluster (if you're mapping for an orangebox game, that is).
Don't know much about area portals tbh, clever brush work and func_detail/viscluster does the job for me.[/QUOTE]
Do you not understand how the grid in hammer works?
He's just made it bigger so there aren't lines going all over the image.
I do know how the grid works, but I ment that complex brush work at the corners of that corridor thing. It'll make vis go crazy.
Func_viscluster is essential for such a large outdoor map, vis leafs have a maxiumum size, which is greatly exceeded in that map, considering the orange grid, so the huge open areas will be filled with shitloads of max size visleafs and vis will check which of them can look into the others for every single one, making compile time ridiculously long, file size of the map extremely huge, and you'll probably get an engine hunk overflow when you try to play the map. Now Viscluster can't change the shape or position of those visleafs, but tells vis that they can all see each other, skipping a ton of unnessecary calculations and data to store in the bsp.
Func_viscluster won't optimize the map, this is true, but in a huge outdoor map where you can see most of the map from any position there really isn't much to optimize.
[QUOTE=LemurMan;22550715]func_visclusters will only be helpful if compiling is taking a while. They won't optimize your map in any way.[/QUOTE]
Hrmm, the map isnt really laggy, its just that I want it to be somewhat optimised, because I have 2 brush-based heavy bridges that are func_detailed.
[QUOTE=Project Ninety;22551613]I do know how the grid works, but I ment that complex brush work at the corners of that corridor thing. It'll make vis go crazy.
Func_viscluster is essential for such a large outdoor map, vis leafs have a maxiumum size, which is greatly exceeded in that map, considering the orange grid, so the huge open areas will be filled with shitloads of max size visleafs and vis will check which of them can look into the others for every single one, making compile time ridiculously long, file size of the map extremely huge, and you'll probably get an engine hunk overflow when you try to play the map. Now Viscluster can't change the shape or position of those visleafs, but tells vis that they can all see each other, skipping a ton of unnessecary calculations and data to store in the bsp.
Func_viscluster won't optimize the map, this is true, but in a huge outdoor map where you can see most of the map from any position there really isn't much to optimize.[/QUOTE]
You can't possibly map, can you?
Because from what your saying you haven't the slightest understanding of hammer.
Because judging from the image, that is in fact the least amount of brushes he could use the make those corners, and in fact are not very complex, what so ever.
Sorry, I just tried to help. Tell me what was wrong in my statements then, please.
Why cant you try area_portals? "Use trigger_multiple brushes using the entity I/O system"- from source sdk wiki
[QUOTE=FLAPJACKDANNY;22565222]Why cant you try area_portals? "Use trigger_multiple brushes using the entity I/O system"- from source sdk wiki[/QUOTE]
Um I'm using func_visclusters now,but now I question how to make brushes into a model besides using propper.
Thanks.
[QUOTE=Vince W/Shamwow;22565545]Um I'm using func_visclusters now,but now I question how to make brushes into a model besides using propper.
Thanks.[/QUOTE]
Download Crafty, open the BSP with it, export as OBJ. Then open the VMF in crafty and export as OBJ.
Use the VMF-OBJ for the collision model, use the BSP-OBJ for the mesh.
Open in your preferred modelling program and export your required SMDs and compile as the model as you normally would with the Source engine.
It generally helps to copy and paste the brushwork into a blank map to make it easier in the modelling program.
You only need to run the map through VBSP to triangulate and cull the faces before you export it.
[QUOTE=HiddenMyst;22570027]Download Crafty, open the BSP with it, export as OBJ. Then open the VMF in crafty and export as OBJ.
Use the VMF-OBJ for the collision model, use the BSP-OBJ for the mesh.
Open in your preferred modelling program and export your required SMDs and compile as the model as you normally would with the Source engine.
It generally helps to copy and paste the brushwork into a blank map to make it easier in the modelling program.
You only need to run the map through VBSP to triangulate and cull the faces before you export it.[/QUOTE]
Hrmm, well how would I compile the bsp without a skybox surrounding the model?
[QUOTE=Vince W/Shamwow;22585607]Hrmm, well how would I compile the bsp without a skybox surrounding the model?[/QUOTE]
You don't need a skybox. It only needs VBSP to triangulate and cull the faces, so it doesn't matter if it leaks.
What's wrong with propper?
[QUOTE=JLea;22597768]What's wrong with propper?[/QUOTE]
Nobody ever said anything was wrong with it.
for some reason, when i try compiling with propper, it crashes. :confused:
[QUOTE=comet1337;22601832]for some reason, when i try compiling with propper, it crashes. :confused:[/QUOTE]
My problem is when I try to compact a model with its textures,they still come out checkers and doubt it would like the tons of collisions.
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