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You said you could also make all func_breakable_surfs into a big entity? Wouldn't it also crack all the windows when you would damage just one?
Don't recall saying that..
" SRC="images/smiles/icon_smile.gif"> That's exactly what'd happen if you tried.
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I've played around with glview a bit more and I'm starting to see how things work. At first it appeared to me that the white lines around the whole place were created by the way things cut up, but upon a closer look they appeared to be boxes...are these boxes the visportals?
Exactly, they must add up to cover any and all "empty space" in a level and when weirdly shaped world geometry comes into play, vis really has to fight to cover all the blank space with convex shapes (mostly boxes) - and when it gets really bad, you end up with a lot of tiny leaves in weird shapes. Func_detailing stuff tells vis to not consider it at all and so doing that to complex geometry really simplifies things so you have clean leaves and no tiny ones, etc.
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Edit 2: I have gone trough the glview and cut-ups a bit now. Most of the horribly cut ups and visbox constructions have been fixed. It's not top-of-the-notch yet but it's getting somewhere.
Great.
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The portalcluster count has been lowered from 3500 something to 1881, and the numportals count dipped from 10000 something to 5639.
Very good, you've basically halved the VIS complexity of the map and a lot of that is probably tiny little leaves nobody will ever enter. That'll help a lot.
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I've been messing around with the fog again and decided to remove the clip again since the map has been pretty optimized already. Without the clip the fog looks much better, stuff goes up in the fog nicely now, I decreased model fade distances too and everything works just fine
That's good to hear, I honestly don't think it'd have helped very much to keep it
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I am getting a very high entdata amount (over 80% last time), does anyone know how to decrease the entdata without sacrificing too much models?
Hmm, I don't know.. your map is really huge so there's probably not much you can do.
Cool, I'll check it out when I get home and give you any more thoughts I can about VIS performace first and foremost.
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I want to thank midk for helping me with this map - first of all, yes, you were right about the clip and second, that tip on the glview thing really helped me with making the map viscompile a lot faster and to understand how the visportal & cutup processes work a bit. I knew about the cutup process but the visportals I never really understood - now that I saw them I could.
No problem - glad I could help!
" SRC="images/smiles/icon_biggrin.gif"> Hope it all works out for you.. I'll post again soon on the new VMF.