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jangsy5

Which is more optimised for a map I describe?

5 posts in this topic

So the outdoor part of my map is kind of bugging me. Since there are wide open space with buildings among it. The problem is if I set the walls and floors of the building as a world brush it'll carve the large visleaves into small pieces. So I thought I'd make the structures into detail brushes. But then I realised that lights are cast for world before func_detail brushes and might look awkward. Also creating areaportals won't work since they aren't considered solids when calculating leaks for areaportals.

I know this is terribly worded but which would be better? If I assume an outdoor map is one big hollowed cube would it be better to create multiple visleaf using world brushes (that might help hide some objects) or do I use func_detail so there's only 1 huge visleaf (but then everything in that visleaf is rendered once you can see it).

If that's still too vague for a question how about: "did u use func_detail or world brush for the buildings in nms_flood?"

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let me show you a pic of flooded with only the world brushes that block vis and with func_details on

(mind you that my version is a little bit newer than the public 1.03 build)

AMyeQ.jpg

also, the bottom has a brush with tool/black applied so don't think I left it wide open

anyway, for more tips and tricks.. I suggest you read this guide http://optimization.interlopers.net/

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Hum... interesting. So you guys did use world brushes. I guess I'll redesign my map to accompany for more visleafs. Maybe it'll help with optimisation.

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if all else fails you can have thick fog with the far z clipping turned on

sady this is what I restort to....

altho it does actually makes perfect sense in the context of my map!

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