Abstract map pack ('HHH' map pack) thread
- Dr.Boo
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- NIPPER
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I've said this a million times but here I go again- func_detail won't help vis.
Bringing the skybox in as close as you can might help. The exposed spiral staircases in the middle, the complex geometry, and the fact that you can see everything from everywhere is what’s killing your compile time.
I can’t think of much to do with func_illusionary and func_detail unless there is some insanely intricate brushwork that I can’t see from your screens.
Bringing the skybox in as close as you can might help. The exposed spiral staircases in the middle, the complex geometry, and the fact that you can see everything from everywhere is what’s killing your compile time.
I can’t think of much to do with func_illusionary and func_detail unless there is some insanely intricate brushwork that I can’t see from your screens.
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- NIPPER
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- HomicidalApe
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http://developer.valvesoftware.com/wiki/Func_detail
that must be why detail is lame with vis even though it doesnt block vis....I'd go for func_brush before illusionary+clip combo.Unlike a world brush, a func_detail does not block visibility. Therefore it does not contribute to visibility calculations (reducing compile time) and does not divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that do not significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes), since func_detail brushes will not cause other brushes to be divided into additional faces on contact. It does generate new vertices where it intersects world brushes and is the only entity to do so. The new vertecies are only generated for lighting reasons and do not create any registerable slow down.
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"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
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- HomicidalApe
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That's AWESOME jones
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
- MrBlip
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It can sometimes. When I first compiled my map after I completed the wind section I got some error referring to some angled brushes were having a hard time finding portals. I did some google searching and I came across someone in some forum somewhere that had the same problem. They were told to turn some angled brushes they had info func_detail, so I did that too. All I did was turn 24 brushes into one giant func_detail and my compile time went from 3hours 30min to 1hour 15min.NIPPER wrote:I've said this a million times but here I go again- func_detail won't help vis.
9:18 PM - mrblip: im allowed to have my own opinions
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9:19 PM - Dr. Doctorpus: no youre not
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sooo since this place is dead on the weekends, i went ahead and fixed a few things and made it more sexy.
this will be very close to final.
*edit*
i have to change a couple things, will repost dl link in a few
and as far as testing goes.
i'll be busy sunday, tuesday, wednesday nights.
so either monday, or after wednesday
this will be very close to final.
*edit*
i have to change a couple things, will repost dl link in a few
and as far as testing goes.
i'll be busy sunday, tuesday, wednesday nights.
so either monday, or after wednesday
Last edited by bobjones on Sun Mar 25, 2007 2:59 pm, edited 1 time in total.
- austin
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- TodPunk
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This is why:MrBlip wrote:It can sometimes. When I first compiled my map after I completed the wind section I got some error referring to some angled brushes were having a hard time finding portals. I did some google searching and I came across someone in some forum somewhere that had the same problem. They were told to turn some angled brushes they had info func_detail, so I did that too. All I did was turn 24 brushes into one giant func_detail and my compile time went from 3hours 30min to 1hour 15min.NIPPER wrote:I've said this a million times but here I go again- func_detail won't help vis.
http://developer.valvesoftware.com/wiki/Func_detail
Note the part: "Unlike a world brush, a func_detail does not block visibility. Therefore it does not contribute to visibility calculations (reducing compile time) and does not divide the BSP tree."
It can be a problem, though, since you're basically saying to vis calculations that the brush doesn't exist. Be careful where you use it. It does help with small details (hence the name), which take a lot of vis calculation time.