Posted by Dark|Killer on Wed Oct 5th at 10:57am 2005
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Posted by Madedog on Wed Oct 5th at 11:24am 2005
Crono, 42 minutes with 23 computer server farm, that's EVERYTHING taken together, BSP, VIS and RAD, and afaik, RAD was the one taking 40 minutes! So don't talk about things you do not know, VIS takes no longer than perhaps a minute or so.
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Posted by fishy on Wed Oct 5th at 11:36am 2005
the only vis that i've had that took less than a minute, was vis that was run on a leaky map.
Posted by wil5on on Wed Oct 5th at 1:08pm 2005
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Posted by Dark|Killer on Wed Oct 5th at 2:36pm 2005
And that 2 hint brushes in the middle of the map, one at the middle and another
a bit lower...
And the top was hint textures, and under and all other sides are skip, is that ok to do to anymap >??
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Posted by BlisTer on Wed Oct 5th at 4:08pm 2005
And the top was hint textures, and under and all other sides are skip, is that ok to do to anymap >??
that's the way to use hint brushes. not necessarely the top side, but only one side should be textured with hint, the rest should be textured with skip. search for tutorials on hint brushes, they'll help you alot.
Posted by fishy on Wed Oct 5th at 5:45pm 2005
......... but only one side should be textured with hint, the rest should be textured with skip.
not quite. you're not restricted to having the hint texture on only one face of a brush. you can use it on as many faces as is suitable for the circumstances, and the other faces get textured with skip.
Posted by Madedog on Wed Oct 5th at 5:55pm 2005
As I said, SKIP faces are completely skipped by the compiler and the engine, they do not exist anymore. They are only useful in hammer, which you can use to rotate your models. You do know how difficult it is to rotate a model perfectly? Oh yeah, but with SKIP brushes you can first surround your brush and that's how you can align them perfectly to another model or edge. It is just easier.
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Posted by omegaslayer on Wed Oct 5th at 6:35pm 2005
I suggest reading that optimization tutorial (already done).
Texture the surfaces that the player wont see with nodraw (I saw a few surfaces in those screen shots that it could have been done on)
And type +showbudget. This is a readout of what the engine is doing, if there is a problem with dynamic lights, then look into those point_spotlights. If there is a problem with too many models being rendered, look into func_occluder. If There are too many world polys being rendered, look into hint brushes and area portals (only use area portals if YOU KNOW WHAT YOU ARE DOING!)
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Posted by Captain P on Wed Oct 5th at 8:32pm 2005
Personally, I think hint brushes and that sort of manual optimization things are only usefull after you've pinpointed a problem location. Check the map with mat_wireframe 1 to look for such area's where too much is being drawn for your taste. Then go and apply such tricks.
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Posted by Madedog on Wed Oct 5th at 8:50pm 2005
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Posted by Dark|Killer on Thu Oct 6th at 6:37am 2005
IM doing a small map, its for nothing actually, i was just bored and felt like doing a gloomy map, so i tested the lights, and areaportals, worked fine...i dont want to play with hint brushes at the moment, i think i screw thing up alot with that
Anyway, Just keep posting here any problems at compiling or anything
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Posted by Madedog on Thu Oct 6th at 7:11am 2005
They are only used when you want to cut down some leafs and especially when you manage to create a real complex area somewhere... which generates lots of leafs.
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Posted by DrFrag on Thu Oct 6th at 9:04am 2005
Sounds like the problem's been solved, but I thought I'd add my 2 cents.
This thread...
http://www.hl2world.com/bbs/an-announcement-about-vvis-times-vt31475.html
..saved my soul from the eternal compiling pit of hellfire and vvis.
Posted by Dark|Killer on Thu Oct 6th at 6:47pm 2005
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Posted by BlisTer on Thu Oct 6th at 8:08pm 2005
true, but the only example i can think of (with simple geometry hint brushes) where this would be advantageous is a room with a pillar in the middle and an entrance of the same width as that pillar. in other cases it would break up visleafs unnecessary. mm yeah a few farfetched examples spring to mind too now " SRC="images/smiles/icon_smile.gif"> but you're right, it's not a necessity. just optimal in most situations.
Posted by toxic-mapper on Wed Oct 12th at 11:51am 2005
Posted by Madedog on Wed Oct 12th at 1:52pm 2005
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