I need some help regarding func_detail... (and optimization in general)

Discussion in 'Mapping Questions & Discussion' started by Kazagin, Aug 28, 2009.

  1. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    Ok, so my first compile (with everything set to normal) didn't go so hot...
    I got stuck on Portalflow for nearly 7 hours!
    I read that I should convert some of my geometry to "func_detail", but I'm not sure what I should convert.

    My map is outside and there isn't much can see but can't get to.
    I have one brush (rectangle displacement) making up the "floor" of my map,
    one brush (also a rectangle displacement) making up my volcano,
    three buildings, four bridges (each is one rectangle brush), four wedges, a fence (also a rectangle), 18 pillars (each is one rectangle brush), a platform (one rectangle brush), a body of water (it spans the entire map, but only a little bit is visible), and a vertex edit-ed rectangle making up my lava.

    Anyway, I'm not sure what I can convert to func_detail without something going wrong...
    Also, what are some other good ways of shortening my compile times?
     
  2. alecom

    alecom L8: Fancy Shmancy Member

    Messages:
    516
    Positive Ratings:
    121
    Did you just make a big box around the map to seal it? That's a pretty common mistake...
     
    • Thanks Thanks x 1
  3. sniprpenguin

    sniprpenguin L6: Sharp Member

    Messages:
    266
    Positive Ratings:
    130
    While some pics would be nice, the pillars would be a start. Basically, I go by the basis that if you want to keep a very close eye on someone behind it, or if you can quickly go around the one brush (As in the pillars, or maybe the bridges you mentioned), or if the brush is at an odd angle, such as those wedges you mentioned.

    Some sidenotes though:

    1) Making that water brush into small brushes where it is visible would help. Basically, the game renders everything touching water twice, so if the entire map is touching water, you're gonna have a lot of rendering.

    2) NEVER USE A REGULAR BRUSH TO MAKE UNEVEN TERRAIN, such as the lava you said you made. Use displacements instead. I don't have the links, but there are several tutorials on displacements around.
     
    • Thanks Thanks x 1
  4. Cameron:D

    Cameron:D L6: Sharp Member

    Messages:
    363
    Positive Ratings:
    145
    Well, attached is a comparison between gravel pit point c with and with detail/props
    Take that as an idea.
     
    • Thanks Thanks x 1
  5. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    One big box to seal the map is bad...? How do you suggest I seal the map off?
    Sniper, I just used vertex editing to make the lava block fit into my volcano, although I did make it a thin block and made it just a brush, using my displacement volcano to make it fit.

    Won't it cause big problems if I have two water brushes touching? (The water brush is an ocean surrounding my map, and it also makes a river in my map.)

    And Cameron, that's THE most helpful pictures I've even seen, ever!
    That'll make my life so much easier when it comes to doing func_details.

    Update: I made everything except for the actual ground brush a func_detail.
    Even the volcano, I figure if Gravel Pit can get away with making everything around it's third cap point a func_detail, I can get away with making everything around my only cap point (it's an Arena Map, mind you) func_detail.

    Double Update: Func_detailing pretty much the entire map worked! It only took a few minutes to do a full compile. :D
     
    Last edited: Aug 29, 2009
  6. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    Sorry for double posting, but another edit just isn't enough.
    Ok, I ran into yet another problem.
    Now, my ENTIRE map is showing up twice.
    Once as my map, and again as the contents of my 3D Skybox!
    Is there something in that list in my first post that I shouldn't have func_detailed.
    Mind you that I func_detailed the entire map, except for the ground itself.
     
  7. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    Sounds like you did the 3d skybox wrong.

    Also you can't func_detail stuff that's touching the void, the map'll leak.
     
    • Thanks Thanks x 1
  8. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    Never mind, I figured it out.
    I remembered about Interlopers while I was waiting and it told me that func_detailing my Volcano (A displacement) was really bad.
    I'm compiling it again (without my volcano being a func_detail) and I'll see what happens.
     
  9. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    Yeah, displacements can not be tied to entities.

    EDIT: both my posts, thanks, and thanked are at nice round numbers :D
     
    • Thanks Thanks x 1
  10. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    Ok, I got the map compiled and running. I had to make a few adjustments, so I'll do one last compile, check it for errors in the morning, Pakrat it and hopefully upload it here by Lunch. :D
     
  11. alecom

    alecom L8: Fancy Shmancy Member

    Messages:
    516
    Positive Ratings:
    121
    This is an amazing optimization tutorial. The specific linked page talks about the skybox sealing.

    Also, both func_detail _and_ displacements do not seal the map. World geometry otherwise, yes.
     
  12. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405