optimization

  1. dabmasterars

    did i do this correctly? (hint-skip)

  2. dabmasterars

    [TUTORIAL] How to make simple texture variants without bloating your map's file size

    As a mapper, you should always try to make the map less repetitive. One way of achieving this is by adding texture variants to spice up the layout. However, multiple texture variants can cause your map's file size to increase by a margin. Let's say you have a 512x512 texture that is ~600 KB...
  3. AlrexX [she/they]

    Need help optimizing a map with a big central courtyard (art-passed)

    The map in question: https://tf2maps.net/downloads/downstream.15574/ Recently I tested this version of the map and got some complaints related to framerates dropping massively when approaching the central area from spawn. I knew this could become an issue eventually, but I never realised the...
  4. Bib

    Help with hints on an open map?

    Hi there. I've been developing my first map for about a month now and I still can't seem to really wrap my head around hints. I've watched multiple tutorials but can't seem to really grasp where to use hints besides in indoor areas with corridors. This poses a challenge because my map is...
  5. XEnderFaceX

    Adding Hint/Skip creates more Numportals

    Hey, Im trying to learn how to optimize my Maps with Hint/Skip, So i put alot of Hint/Skip into my current map, similar to how Harvest does it, But for me it increased like 3000 Numportals, making it 6000 in total, but Harvest only has 2000. What am i doing wrong?, am i placing them Wrong? I...
  6. Mouse

    Questions about optimization

    Hello I'm Mouse, I've been mapping for tf2 for over 8 years but have never completed or released any maps. I'm very talented and I've got a question for all you passionate and respectable mappers out there regarding optimization. For the purpose of defining the conditions I will offer a...
  7. Spipper

    Troubles with merging func_occluders [Solved]

    So, in my cp_well remake I have a bunch of func_occluders in the middle portion of the map that causes me some problems. It seems like the occluders somehow are merging and creating huge planes that spans nearly the entirety of the map: All the planes are the same size: In editor screenshot...
  8. Sympuppy

    mat_wireframe not working properly

    So I was testing out the optimization of my map, when the mat_wireframe command produced this strange effect. I double checked that everything was good on hammer, went back, and still saw the bug. Then I went on an official map (cp_dustbowl), and saw the same thing. If anyone could provide some...
  9. Unicake

    I need optimization for my map (dr_doom)

    I want to release the dr_doom_finished version of my map but I have problems making hint/skip objects, and all the optimization ways i have tried were failures... I'm looking for a mapper that can optimize a big map. Here's the map, if you want to see what it looks like...
  10. Tango

    Help with hint optimization.

    If I create a hint brush (skip brush with a hint texture face like in 3kliksphilps video) does it make only the stuff inside the hint brush invisible or everything behind it until a wall? Just a bit confused
  11. FloofCollie

    What happens to func_detail brushes in-game?

    So, I understand the whole deal of func_detailing anything that's not intrusive because it complicates the visleaves - but what happens to those brushes during gameplay? Are they visible all the time because they're not getting culled? Or do they still get culled? I'd like to know!
  12. Kreg

    Do player clips cut visgroups? Also, what textures cut visgroups?

    So, I have recently come to learn that the blockbullets texture cuts visgroups. Does the playerclip texture do the same? I'm also curious as to what other utility textures cut visgroups.
  13. Billo

    trouble with optimization with my map skyfortress

    so first of all thanks a lot guys for your feedback support and special thanks to crowbar for giving me a ton of help! so for the past month or 2 i am working on the aplha version of skyfortress. that map is going pretty good i made a ton of changes thanks to the feedback but there is one thing...
  14. Billo

    i am looking for ways to improve fps on my map

    i am looking to improve fps on my map one guy told me and i really appreciate it that my map has low fps (18-20 ) he told me about optimization i have placed nodraw pretty much everywhere not visible except from ground for obvious reasons i used func_detail to some buildings on detail and yea...
  15. Kreg

    Waterfalls, displacements, and optimization?

    Hello, I'm going to try and compact three things into this one topic for organization's sake. *First of all I'm wondering if someone could provide me with the information on how to create a waterfall in hammer. *Secondly, I was wondering if someone could provide me with a good explanation for...
  16. Zeklyn

    Sound delay, FPS and optimization

    Well my make is not well optimized, and i just realised this after i've added a ton of stuff.. Like the title describes sound delay this is what my consoles spams me (its different from which weapon i'm using of course); BlockingGetDataPointer: Async I/O Force weapons\machete_swing.wav (...
  17. Phidio

    Map won't compile need help

    Hey guys, I just made my first map, I worked on it for 2 weeks now. I ran the map for tests while I made it, and I set RAD and VIS to "Fast" while I was doing these test runs. Now if I set them to normal, hammer freezes. I read that I should just wait it out. I waited 1 and a half our but the...
  18. biskuu

    Optimizing open maps

    Hey, I'm developing a custom gamemode and the maps tend to be really really open and wide. For that reason I can barely use any areaportals to gain FPS. I am currently using fog and nodraw as my main optimization methods. Are there any other methods of optimizing a very open map?
  19. A Gentleman's Mustache

    Optimization Question: Brushes vs. Displacements

    In terms of rendering and performance, is it "cheaper" to make the floor of a map out of brushes that can seal the map on their own, or out of displacements which require nodraw brushes underneath them to seal the map? Does the increased file size from using the second method matter much?