Trying to decrease physics for my compile, yet every effort results in higher physics

Duffmanhb

L1: Registered
Aug 6, 2009
5
0
So I'm in the last stage of finishing up my highly detailed map but got to around 100.7% physics when I compiled. So in an effort to reduce this, I removed the physics on a bunch of models and replaced them with func_brush/no render's. I also went around and made many unnecessary displacements not have any physics.

Yet here I am, and after all that effort my physics on compile has jumped from 100.7% to 101.4%.

What can I do to lower the physics?
http://www.reddit.com/r/hammer/comments/2d607h/wiptf2_cp_attack/
 
Mar 23, 2013
1,013
347
So I'm in the last stage of finishing up my highly detailed map but got to around 100.7% physics when I compiled. So in an effort to reduce this, I removed the physics on a bunch of models and replaced them with func_brush/no render's. I also went around and made many unnecessary displacements not have any physics.

Yet here I am, and after all that effort my physics on compile has jumped from 100.7% to 101.4%.

What can I do to lower the physics?
http://www.reddit.com/r/hammer/comments/2d607h/wiptf2_cp_attack/

im not sure how to solve your problem, but placing brushes around your props seems to me like a waste of file size and resources. You can set bounding box as physics for a prop without addig extra brushes.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Physics data is not a hard limit, you don't really need to pay it any attention. Also, using func_brush as a replacement for prop collision isn't wise because sticky bombs cannot stick to brush entities.
 

wareya

L420: High Member
Jun 17, 2012
493
191
use blockbullets instead, stickies can stick to that

also, semi-related fun hack: i make stickies stick to func_brushes by making an identical, fully blockbullets func_Detail entity in the same place as the func_brush, so they share all the same faces etc. the stickies put priority on the blockbullets and stick to it.
 
Mar 23, 2013
1,013
347
In fact, why do you use func_brush for colision? With invisible textured func_detail you wouldn't add on the entity count
 

wareya

L420: High Member
Jun 17, 2012
493
191
don't use invisible for this, it has a hitscan penetration bug relating to the wrangler. use blockbullets.
 

wareya

L420: High Member
Jun 17, 2012
493
191
nodraw blocks light, invisible and blockbullets don't
here's an example of clipping a prop with blockbullets from grasslight:
43a2df54fb.png
 

wareya

L420: High Member
Jun 17, 2012
493
191
I thought long and hard about which parts of which branches to solidify and decided that this was the best way to do it. It's all up to you when it's your own clipping, though.