[Tutorial] Quick Optimization
Aug 19, 2009 16:34:02 GMT
Post by Zeph on Aug 19, 2009 16:34:02 GMT
First of all, watch the tutorials on optimisation so you know what i mean by "VisLeaf".
(www.youtube.com/watch?v=Ne59X-e-R9Y) <-- 3kliksphilip's
(rvanhoorn.ruhosting.nl/optimization.php?chapter=intro
and especially rvanhoorn.ruhosting.nl/optimization.php?chapter=func_detail)
Basically you want every room to be as fewer VisLeafs as possible, preferably one big square.
My trick to helping to make your map optimised is to use the automatic VisGroup options in Hammer.
VisGroup Setup developer.valvesoftware.com/wiki/Hammer_Filter_Control_Toolbar
This window is located (usually) in the toolbar down the right hand side of your Hammer window.
1) Click on the "Auto" tick box at the top of the list to un-tick everything.
2) Then click on the "World Geometry" tick box to show your basic walls.
3) Unfortunately this also ticks other tick boxes of brushes that don't break up VisLeafs. So now un-tick everything except "World Geometry", "NoDraw" and "Sky". (EG: Water, Displacements and Tool Brushes (Clip/Ladder/etc). Use your head for any others.)
You should be left with your basic walls that break up VisLeafs.
Optimizing
4) Now fly around your map from start to finish taking time to look at each room. If you see anything that adds a complication to the room that breaks it up from a simple square room, then make it a "func_detail".
You will need to do steps 1-3 again to hide the newly created func_detail(s).
This may create a hole in your wall giving the map a leak. Use the remaining brushes (once the func_details are hidden) to seal up this hole, then adjust the func_detail to not overlap these walls.
Example Func_Details
- This could be a pillar, a free standing wall, or a platform or ledge.
- This could also be a lip from a joining high-up corridor. Break the floor brush of the corridor into two, make the overhanging lip a func_detail and extend the other brush to be flush with the wall.
- Anything that has been rotated or clipped should be a func_detail, since they will create diagonal VisLeafs. For example the end walls of a house which have the roof slops.
Displacements and Entities
Displacements and Entities do not seal the map. This means that behind every displacement you need to add a secondary wall brush. If unseen, make it a NoDraw texture.
Any Entity (including it's containing box and 'helper' markers) touching the void will be considered a leak. Create a NoDraw brush to cover any bits of entities sticking though the level. For example a long Ladder which sticks through the ground.
(www.youtube.com/watch?v=Ne59X-e-R9Y) <-- 3kliksphilip's
(rvanhoorn.ruhosting.nl/optimization.php?chapter=intro
and especially rvanhoorn.ruhosting.nl/optimization.php?chapter=func_detail)
Basically you want every room to be as fewer VisLeafs as possible, preferably one big square.
My trick to helping to make your map optimised is to use the automatic VisGroup options in Hammer.
VisGroup Setup developer.valvesoftware.com/wiki/Hammer_Filter_Control_Toolbar
This window is located (usually) in the toolbar down the right hand side of your Hammer window.
1) Click on the "Auto" tick box at the top of the list to un-tick everything.
2) Then click on the "World Geometry" tick box to show your basic walls.
3) Unfortunately this also ticks other tick boxes of brushes that don't break up VisLeafs. So now un-tick everything except "World Geometry", "NoDraw" and "Sky". (EG: Water, Displacements and Tool Brushes (Clip/Ladder/etc). Use your head for any others.)
You should be left with your basic walls that break up VisLeafs.
Optimizing
4) Now fly around your map from start to finish taking time to look at each room. If you see anything that adds a complication to the room that breaks it up from a simple square room, then make it a "func_detail".
You will need to do steps 1-3 again to hide the newly created func_detail(s).
This may create a hole in your wall giving the map a leak. Use the remaining brushes (once the func_details are hidden) to seal up this hole, then adjust the func_detail to not overlap these walls.
Example Func_Details
- This could be a pillar, a free standing wall, or a platform or ledge.
- This could also be a lip from a joining high-up corridor. Break the floor brush of the corridor into two, make the overhanging lip a func_detail and extend the other brush to be flush with the wall.
- Anything that has been rotated or clipped should be a func_detail, since they will create diagonal VisLeafs. For example the end walls of a house which have the roof slops.
Displacements and Entities
Displacements and Entities do not seal the map. This means that behind every displacement you need to add a secondary wall brush. If unseen, make it a NoDraw texture.
Any Entity (including it's containing box and 'helper' markers) touching the void will be considered a leak. Create a NoDraw brush to cover any bits of entities sticking though the level. For example a long Ladder which sticks through the ground.