How square are your visleaves

What do you func?


  • Total voters
    24

Bad Vlad

L2: Junior Member
May 23, 2010
71
16
I get a bang out of compulsive optimisation for whatever reason. Playing with portals, puzzling with hints... The biggest part of it all is manipulating your visleaves with func_detail. I like to keep my visleaves as square as possible, making func_detail out of even the basic shape of a room if it's not rectangular as well as any free-standing objects such as the impaled corpses outside the city. So how far do you go in it?
 

Bad Vlad

L2: Junior Member
May 23, 2010
71
16
I tend to make areaportals when I haven't even finished blocking out, which is a really bad idea, 'cause as you expand the layout, you'll lose track of your areaportals and before you know it you have a leak!

Then again, I was excited about displacements initially, who knows how soon I'll come to hate vvis and impale it on a stick.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
It doesnt matter at all if your visleafs are squares or rectangles or whatever, as long as you dont have too many of them.
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
I am an optimization aminal. With big areas I will cut it up with lots of hints so that if you hide in a corner, the GPU is drawing almost nothing you physically can't see. But I've gotten a touch less obsessive lately.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I usualy func_detail to get those big visleafs and then split them with hints again to get more control about what i want to be optimized.

Still, area portals are more favored simply because behind a closed door you can use them to fully block visibility.

For roofs i use func details least of the time. Instead displacements can do a better job as you can also use that to detail them by giving them bumps.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I tend to leave anything that blocks visibility as a world brush. Regardless of how ugly my visleafs get, if it's a wall between two walls I keep it solid. And if it's too complex, I func_detail it and then put a simpler nodraw wall inside it.