Yay - I got glview to work...but it sure jurts me a bit to see how ugly the game cuts up stuff at the trainstation complex roof (the building with the big glass roof) - I thought this kind of architecture would only cut up the brushes it was directly connected to?
I'm going to work on func_detailling all that cuts up like you shown, I found that there aren't that incredible much spots where situations like these happen so I figure I could get that all fixed up today...I may even be able to finish up the inside detailling, I am trying to maintain a balance between usefullness and visual appearance, putting in just enough models to make an area like it's supposed to but also limiting the number of models as much as possible, creating detail brush geometry to save some much-needed entdata...entdata was at 86% last night :sad:
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?
Edit:
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?
If they are, then I can seriously increase performance with just a few little bit things....never thought it would be so easy
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.
The portalcluster count has been lowered from 3500 something to 1881, and the numportals count dipped from 10000 something to 5639. I am running a full vis on the map now and its going somewhat faster then before. It may even compile within a day now! :razz:
Final Edit of the Day: Vis portalcounts were lowered again a bit.
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 :smile:
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?
The VMF of today is available at
http://www.megaupload.com/?d=6NO2PBZS
I did not complete the inside detailling yet, I did however checked out the models carefully and put an example of useable ones in the map, they're not visible in the compiled map tho :biggrin: they're just there for future selection purposes and for me to check out what kind of models there exactly are available.
That's all for today - I am going to run a vis compile overnight to see how far it comes in the time that I sleep this time. Last time it was just around 65% after 15 hours of contigous compiling and this afternoon the compile just ran easily to 50% on lower then normal priority and winamp + hammer running & consuming cpu, so I'm not that worried anymore.
I want to thank midk for helping me with this map - first of all, yes, you were right about the clip :wink: 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.