Need some optimization help

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Apr 7, 2021.

  1. Kill_the_Bug

    aa Kill_the_Bug

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    Re my map pl_spacewar

    https://tf2maps.net/threads/pl_spacewar.43765/

    Can I get someone to look at my map and tell me how to optimize it better i.e. area_portals, hint/skips and occluders.

    I'll do all the work, I just need someone who's better than I am at this to look at it and tell me where/how to put them in.

    I'll give you a map credit for it.

    Please post screenshots with lines drawn on them anf for the h/s bushes please put an x on the side where the hint twxture is supposed to go thanks.

    I appreciate it.
     
  2. Cyberen

    Cyberen L1: Registered

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    I saw your map and not all the textures are packed, please fix that.
    As for the optimization, use mat_leafvis 3 and mat_wireframe 3 to see what visleaves are present and what is currently being rendered.

    Read this article from Valve's official site.

    For the general design of the map, I would suggest:
    1. Get rid of the death hatches in the corner, they'll be annoying (but maybe open them if the round is too one-sided?)
    2. Make the boundary between the space station bits and the moon surface bits more pronounced: Metal cubes won't grow on artificial walls and there should be only temporary-looking platforms bolted onto the asteroid surface.
    3. Add noise to the moon displacements, even the area around the pit, to make them look more organic.
    4. If you notice lag, consider using more opaque walls instead of windows. You can use a 3D skybox to fake looking into another area.
    5. More arrows to let us know where amongst the details we should actually go.
    6. You're in outer space, where it's night all the time. Spotlights can go a long way toward making the players focus on important parts of the map.

    Thanks for sharing!
     
  3. Kill_the_Bug

    aa Kill_the_Bug

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    textures not packed? I used compile pal for the first time to compile and pack then changed folder names and run map to check for the missing textures and missing models didn't see any - I'll check again thanks
     
  4. Cyberen

    Cyberen L1: Registered

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    It might be a shiny surface, so perhaps the envmap isn't packed and that's why I'm seeing a missing texture error. Or maybe it's a bad glass texture.
    If you have modeling experience I would suggest making a different waterfall texture or use a displacement with the waterfall scrolling texture. GCFscape is good for unpacking stuff in tf2.
     
  5. Kill_the_Bug

    aa Kill_the_Bug

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    I just checked G - it seems to indicate that all is there - can you give me a screenshot?
     
  6. Cyberen

    Cyberen L1: Registered

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    • Thanks Thanks x 1
  7. MOCOLONI

    MOCOLONI L6: Sharp Member

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    If you're having trouble packing files with Compile Pal, try with BSPZIP (command-line but pretty simple; let me know if you need help with that.)
     
    • Thanks Thanks x 1
  8. McLovin

    McLovin L2: Junior Member

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    you have a lot of yucky areas on the map where windows that aren't func_details are cutting into your visleaves.

    [​IMG]
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    [​IMG]
    [​IMG]

    it's either that or maybe i just decompiled your map wrong somehow.

    edit: mat_leafvis tells a different story, but would like to say that there are just some strange areas where nearly the entire map will be rendered if you stand there, but go away if you just jump a bit. particularly, the first point from mid.
     
    Last edited: Apr 9, 2021 at 8:48 AM