Optimize an "open" environment.

Anreol

L2: Junior Member
Feb 21, 2015
60
273
I have a problem, i cant finish an alpha (or planning) of a map, because the map don't have any optimization, and i don't know how to do that, because is too open! (And its actually small)
Isometric screenshot of the map
That is the map. But outdated, actually i mirrored it and edited/added something.
Just when i mirrored it the compilation time never ends.
 

Anreol

L2: Junior Member
Feb 21, 2015
60
273
You really shouldn't build your map in a big open box like that. Open spaces filled with smaller brushes are going to be deadly to optimize.

So i must extend the walls?
Well, now that I'm thinking that will "fix" the sightlines too.
But originally i built that because in the original game they are small too.

EDIT: K, make smaller the open area, at the first time i didn't get what you want to say
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
You really shouldn't build your map in a big open box like that. Open spaces filled with smaller brushes are going to be deadly to optimize.

A thousand times this. Creating a big box and then filling it, or even just making your map and enclosing it on a box is a surefire way to cause yourself nothing but trouble down the road.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
This article does a good job of explaining the proper use of skybox textures, so I would recommend reading through it.

Also check this page for an explanation of the pros and cons of different skybox setups. Based on the screenshot you provided, option 2 would probably be best for you since your buildings and walls are pretty low.
 
Oct 6, 2008
1,947
445
One fast way you can optimize it instantly (before you do more of your map) is to move that box floor so that you map sits on it - just cut out the floor to match the outline of your map and then make them skybox textures - copy the orange boxes - move them up on top of the existing and then make the skybox texture so that it joins the ceilinf.

Run your compile on existing - then do the items above - compare the portal clusters/numportals/audible clusters and the vis data size.

Also net_graph 1 on existing then load new map and you should also see an improvement.

Start here and then go ape optimizing everything else.