Noob Question on Optimization, Objects and Textures

CowrawlFheoneqx

L1: Registered
Feb 5, 2013
3
0
I've heard that overlaying blocks/objects can be very bad for maps and optimization of maps. The problem is the complexity of maps and avoiding overlaying while still having details with them. Is there a tool of some sort that works like a mass clipping tool that removes the parts that overlay other blocks/objects in the map? I'd really, really like to find out that I don't need to manually edit my maps, especially because I'm new to mapmaking and I don't know anything about what I'm doing. Also, is there a tool that makes all entities and blocks fixed to the grid (an aligner, of sorts?) Is there any other easy optimizing tips I can use?
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
as far as I know there is no special costs associated overlaping brushes. you only need to watch out for z-fighting really. in some cases, overlapping brushes will result in additionnal polygons and/or additionnal lightmap data but most the of the time, it won't even make a difference. the compiler can handle a lot of crap.

unfortunately there's nothing that will align everything to the grid. Just make sure that you always use an appropriate grid size at all times and you will be fine (use the [ and ] key to set the grid size)
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Avoiding overlapping brushes comes down to being careful while you're building. Always keep snap-to-grid on, use [ and ] to adjust your grid size to reasonable levels (I tend to leave it on size 8 and only go lower for fine details). When you use vertex edit or clipping tool check to make sure your vertices are still on the grid and are aligned.

Overlapping brushes, by and large, will not cause optimization issues. But they're sloppy and make editing your map harder.
 

CowrawlFheoneqx

L1: Registered
Feb 5, 2013
3
0
Ah, good, I was worried by the fact that in every optimization video they always/usually talk about never overlapping unless necessary. Nice to know it's a myth :)
 
Mar 20, 2012
391
806
A helpful technique I picked up:

1) In Automated Visgroups, turn everything but world brushes (and perhaps func_details) off
2) Select Map Properties (which will select the entire map)
3) Scan each area for brushes that are a darker red than normal. When selected brushes overlap, the red tint selection doubles up. If you want to make sure it's a double, click on the surface (deselecting everything else), press H (hide) and see if there is still a brush there.

If there is, delete it!

You don't have to delete overlapping geometry, but it's good to if you want to be clean and organized. Of course, the best way to avoid overlapping brushes is to avoid them in the first place.
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
Well technically it is a bad thing.

If you see z-fighting in game, it means that there are two brushes being drawn in the same location. While this has no noticeable effect when kept to mainly the odd mistakes, it does draw more computer power thus de-optimising the map.

It is, however, very usual to have player clips, triggers and the like z-fighting in the editor on official maps, and a large amount of custom maps too. Because they aren't being drawn in the game, they don't exactly count as using more power because they are simply a kind of 'area information' and not physically being drawn as 2 triangles per side.

Like the others said, having triggers and clips etc z-fighting makes selecting them a bitch, so knowing your way around visgroups helps too.