Bedrock

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Okay. Let's take a look at the optimisation in this map and why most of it is poopy.

ap1.jpg

ap2.jpg


The areaportal just outside the spawn room and the one parallel to the floor are not neccessary and the areaportal in the second screenshot is crooked along the corner. The same applies to the other exit. Oh, and it would be better if you moved the areaportals closer towards the door's so they cull more objects.

ap3.jpg

ap4.jpg


This giant areaportal is completely unneccessary unless you really want people to able to fire over the building and it's just not culling much anyway so you should just throw down a skybox brush right across this area like so.

ap5.jpg


And this would help prevent most of the other area from being rendered whilst inside your own base. Actually, it would make sense to extend this skybox brush all the way across the length of the building but, of course, it's not as simple as that. Due to how your building is laid out and some parts of it would disappear when viewed from certain places in the map. I'd be happy to sort this out for you!

ap6.jpg


OH NO. Why is the roof func_detail? Make it a world-brush and remove the areaportal which would help reduce all the objects behind the red from being rendered.

ap8.jpg


This areaportal running parallel to the floor isn't doing an awful lot.

ap9.jpg


But if you still want the room to be culled then I suggest you do the following.

ap10.jpg


Make the roof a world-brush but clip the edges that extend over the walls and turn those into func_detail (indicated in red) as well as the small thin brush running along the gap. Then place an areaportal where the gap is and that should work fine.

And for some other stuff.

The following should be func_detail'd.

fd1.jpg

fd2.jpg


And none of your props seem to have fade distances.

fadedistances.jpg
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
for areaportals: generally best practise is to line them up with the doorway (that way the visleaves on either side are simpler).
if you want to make it close when a door closes though, make sure the areaportal is thinner than the door model/brush.

also, don't get overzealous with areaportals. they aren't always needed (turbine for example doesn't use a single one).

angled roof that is func_detail: angles may complicate the visleaves, but it's worse to func_detail them if said angled roof is between you and a lot of geometry. especially if you also have a door leading to the other side.

if you are worried that placing a sky brush where psy suggested would make parts of the buildings vanish. consider putting those parts of building into the skybox (or making a copy in the skybox if they're using models which don't have skybox versions or similar things that cannot be replicated in skybox. that way when you're facing the right angle, those details will still be visible cos of the world brush version, and at a distance the skybox version should suffice when the world brush version goes invisible.

remember though: anything in the skybox will always be rendered behind stuff in the world, even if it should be in front of it (a good an analogy is watching a movie in 3D. stuff looks like it should be very close to your face, but it's still getting drawn onto the screen. the screen in your map's case is the skybox texture)
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
Ok, time to post after so long doing nothing, just a heads up at what I have planned to change. Any comments or Ideas please post away.

*Moving the spawns to be perpendicular and back from where they are now (other side of the intel room

* Widening the tunnel side route into more of a mining cave building thing, to make it a better flanking option and to break up the sightline

*Overall better detailing, bit of a softer on the eyes theme, goldrush sky, more modern spytech and some badlandsey spytech.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Ok, time to post after so long doing nothing, just a heads up at what I have planned to change. Any comments or Ideas please post away.

*Moving the spawns to be perpendicular and back from where they are now (other side of the intel room

* Widening the tunnel side route into more of a mining cave building thing, to make it a better flanking option and to break up the sightline

*Overall better detailing, bit of a softer on the eyes theme, goldrush sky, more modern spytech and some badlandsey spytech.

Awesome! Remember I'm always a steam message away if you want any critique on detailing :p