Structure vs detail: post your screenshots

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Would be cool if you posted a screenshot of the portal file (maps > load portal file) just to show how VVIS is splitting up the visleafs. :)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I'm afraid you're gonna have to forgive a few un-converted details I.E. rooftops or stairs; as this is half way through B3.

comp1.jpg


comp2.jpg


comp3.jpg


comp4.jpg
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Wooh what's happening to halfacre? :D

/EDIT

Dammit, didn't see site 3 >_<
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Waste doesn't have any impressive structure vs detail differences :(

I turned on textures because 3D flat hurts my eyes

before.jpg
after.jpg
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
as u can see i havent created the block behind my displacements >_< thats next on my list "optimazation"

1.jpg

2.jpg
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I don't have many things to show, cause 90% of my map is made by models and displacements.

lulztm2.jpg


lulz2dw9.jpg
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
This is a very cool thread. soon as I get my hammer up and running on my new comp ill have to post my map.
 

kwagner

L2: Junior Member
Feb 28, 2009
92
6
Eye opening thread!

If most (all) of my brushes are world brushes, and my compile times very long, would changing the brushes that don't seal off the void into func_details decrease my compile times?
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
Not just the void. Func detailing should be used for small geometry or complex geometry like stairs. Don't func_detail things that seperate areas (like walls) because then the map will compile quickly but run slowly (there's a few topics on here and on the source sdk wiki about visleafs, they should explain why). Things like stairs and catwalks/walkways should be func detailed.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
im horrible with this.. but for fun..

This is of RCTF_Temple

nsxrxs3f8p6o5cykdg8y.jpg


6bf0v03ck3gyihrl4bhf.jpg
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
whaaaayyyyy have you got the tops of the brushes floating above and not func detailed? it makes my pancreas weep!
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
whaaaayyyyy have you got the tops of the brushes floating above and not func detailed? it makes my pancreas weep!

ah.. never thought about that.. On the same note i prolly should func_detail that ramp as well.
 
Feb 14, 2008
1,051
931
Here's mine

3dflat.bmp


3dtextured.bmp
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
DJive: I have to echo Youme's comment, but about your needle-monument. Surely that thing isn't blocking visibility anywhere. =P

Randdalf: Looks nice and clean, but you could still make it a little cleaner. Make all the brushes between your window inserts into func_detail, so you just have one depression for all the windows on a surface. It should end up looking like this:

3dflat.jpg


The number of distinct leaves created for the windows is reduced from 17 to 4.
 
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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Wow, this is an AMAZING thread for optimization tactics.

Also, I'm loving how different a detailed map is from the structure. It's quite an amazing difference.

Also: DJive, I'd func_detail all that stuff under the pillar. The fountain and the octagonal platform under it. I think they're too small to decently block vis for anything.