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optimizing
Posted: Sat Apr 23, 2011 11:30 pm
by ^Ghost
on this defrag map im working on, i hit a stump when im nearly done with the map.
[lvlshot]http://img810.imageshack.us/img810/3559/shot0112.jpg[/lvlshot]
as you can see the entire map gets rendered from the start, or wherever you are.
I've tried hint brushes, in all sorts of ways, nothing helps, all the terrain is made detail and each area is boxed out with caulk. what am i doing wrong?
Re: optimizing
Posted: Sun Apr 24, 2011 7:11 am
by Noruen
Terrain - you should mark terrain as structural. Now it is detail and it CAN't block VIS.
Re: optimizing
Posted: Sun Apr 24, 2011 10:54 am
by spookmineer
Seriously, if Noruen is correct about this, he should be a veteran.
Re: optimizing
Posted: Sun Apr 24, 2011 11:06 am
by Hipshot
You should NOT make your terrain structural, you should instead place simple caulk brushes inside of them.
And well, patches can't be structural anyway...
Re: optimizing
Posted: Sun Apr 24, 2011 11:49 am
by spookmineer
Oh darn...
Well Hipshot already got over 1000 posts so... he's a veteran I guess.
And if not, if Hipshot is correct about this, he should be veteran instead.
I should explain this: it's getting close to Queen's day so there is a need to hand out some ribbons.
Re: optimizing
Posted: Sun Apr 24, 2011 11:55 am
by Bliccer
Here is a collboration map. In the editor it should look like this. In our case it was a model, but you should "detail" all your terrain triangles and have structural walls behind.
block_2.jpg
block_1.jpg
@spook: I'm veteran so I must be correct.
Re: optimizing
Posted: Sun Apr 24, 2011 1:58 pm
by spookmineer
Bliccer wrote:@spook: I'm veteran so I must be correct.
I guess you are... but I got the numbers wrong
With 158 you're a veteran, then with 235 Noruen is... I dunno... obviously a mercenary... I never got the details about them posts and they're not important anyway.
Anyway, as long as defrag maps are concerned, you're some kind of master

Re: optimizing
Posted: Sun Apr 24, 2011 2:03 pm
by obsidian
You can't really hint "after-the-fact". It's something that you really should be planning while in the process of building the layout. Hints aren't magical brush hiding planes, they are confined by the rules of BSP. Hinting on terrain works no different than on a traditional corridor map, only the "hallways" are on a much larger scale.
Is there a skybox textured brush extending between the caulk walls and "ceiling" or is the sky just a large box? Skybox brushes can act as walls to a certain extent for hints and are required.
Re: optimizing
Posted: Sun Apr 24, 2011 4:27 pm
by ^Ghost
fixed.... fucking leak.