- Mar 14, 2008
- 42
- 0
Hey guys, another question for you, as my hunt to optimize my map has popped out another issue.
I went through my map the other day and checked through a ton of brushes looking for places to convert things safely to func_details. and I found a lot of them. I was thrilled actually because it explained the 24 hour vvis I ended up doing a few days before. (that was no good. ) However, upon compiling the map I noticed I had this message nestled in toward the end of the bsp write log.
HOWEVER!
After I replaced a multi brush func_detail with a simple solid I noticed my indices went up!
Deleted a set of func_detail brushes.
got...
Thought I was on the right path,
Moved a pair of func detail brushes to world.
got...
>.<
Deleted a set of func_detail brushes.
got...
*>.<*
Deleted another func_detail brush
got...
Ok. good, now lets try and
Move a set of func_details to world.
got...
So, what the hell, to put it bluntly. It doesn't really seem to be responding very accurately to the minor changes I've been making. I really want to know whats going on. I don't want to keep destroying all the details in the map, and it looked like I was so close to functional originally. Anyone have any experience with this stuff?
I went through my map the other day and checked through a ton of brushes looking for places to convert things safely to func_details. and I found a lot of them. I was thrilled actually because it explained the 24 hour vvis I ended up doing a few days before. (that was no good. ) However, upon compiling the map I noticed I had this message nestled in toward the end of the bsp write log.
I took this to interlopers and found that this had to do with the junction of func-details to world geometry. And it recommended that I reduce the # of func_details in the map thus removing these junctions. It also recommended creating prefabs and importing them as prop_static, but I don't have the software to do that. But I happily went in and started to try and pull unnecessary details because it looked like I wasn't that much over the limit.FixTjuncs...
Too many t-junctions to fix up! ... (I don't have the actual numbers here, wish I did.)
HOWEVER!
After I replaced a multi brush func_detail with a simple solid I noticed my indices went up!
FixTjuncs...
Too many t-junctions to fix up! (3311 prims, max 32768 :: 65571 indices, max 65536)
Deleted a set of func_detail brushes.
got...
FixTjuncs...
Too many t-junctions to fix up! (3313 prims, max 32768 :: 65541 indices, max 65536)
Thought I was on the right path,
Moved a pair of func detail brushes to world.
got...
FixTjuncs...
Too many t-junctions to fix up! (3313 prims, max 32768 :: 65547 indices, max 65536)
>.<
Deleted a set of func_detail brushes.
got...
FixTjuncs...
Too many t-junctions to fix up! (3314 prims, max 32768 :: 65550 indices, max 65536)
*>.<*
Deleted another func_detail brush
got...
FixTjuncs...
Too many t-junctions to fix up! (3314 prims, max 32768 :: 65544 indices, max 65536)
Ok. good, now lets try and
Move a set of func_details to world.
got...
FixTjuncs...
Too many t-junctions to fix up! (3314 prims, max 32768 :: 65544 indices, max 65536)
So, what the hell, to put it bluntly. It doesn't really seem to be responding very accurately to the minor changes I've been making. I really want to know whats going on. I don't want to keep destroying all the details in the map, and it looked like I was so close to functional originally. Anyone have any experience with this stuff?