Discussion in 'Mapping Questions & Discussion' started by d4rk, Jul 18, 2013.
I don't understand what the problem is. Seems like it compiled fine?
Some things like LDR leaf ambient, I know you can surpass and your map will run fine. (I think entdata is another). As you also said, you can use the propper tool to cut down on geometry, and where to use it? I'd imagine you could turn some of the badlands stage into model since it's all being rendered as world geometry (not even func_detail).
A friend of mine who made a bhop map said he found combining the trigger entities also helped, yes.
It has an error refering to max number of brushes or brush faces, this error causes map compile to stop completely.
Thanks for the info, ill combine all teles and other stuff (regens and hurts) together. As for using propper, will turning the buildings into props reduce number of brushes? I think I could also turn various details and stairways into props throughout the map
Yes. Turning brushes into models literally changes them from being a brush into a model (so it doesn't affect planes/vertices/brushsides/etc). I haven't actually tried it myself, but I have heard that there are sometimes lighting issues you can get by doing really massive propper models. (Also keep in mind that these models don't seal your map).
This is literally the answer to everything.
Also a related note, I had a look at maps from other source games that started to max out in size. surf_omnific is probably the best example at effective use of propper and optimization. Look how chokers it is!
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