Optimization Areaportal open spaces

Discussion in 'Mapping Questions & Discussion' started by eerieone, Nov 3, 2008.

  1. eerieone

    aa eerieone

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    In theory everything is clear and fine, but applying everything on a living thing is harder.

    i´m about to optimize my map, because it chokes down the fps on the chokepoints
    areaportals in buildings are no problem, but applying them in wide open spaces gets kinda tricky for me

    i would appreciate any help or tip

    here´s a graphic with the major AP connecting the skyboxed parts of the level
    green=areaportal
    blue=skyboxes
    red=path
    pink=hint
    [​IMG]

    and here is a linke to an overview without the editing
    http://imagefarm.net/viewer.php?file=es9istf3yswom8vmvarf.jpg


    discussion thread: http://forums.tf2maps.net/showthread.php?t=3719&highlight=pl_cashworks
     
    Last edited: Nov 3, 2008
  2. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    At first i wonder how high people can jump. If they arent able to look over a building a brush with skybox texture does more then enough. In hammer it sometimes might look dumb when a building looks smaller then it is but then try it ingame. Many times you dont see it that well.

    Also, if you cant block the view that way and people shouldnt be able to walk over the building anyway maybe make the building taller. This solves the problem of being able to look over it many times. And by looking at the screens i think its possible to do this at the most important places that couse those problems.

    And btw, add a single cubemap in the map (at a random position that you can easily remember). A single cubemap can fix those bugs temporary and makes it look better for you ingame also.
     
  3. FaTony

    FaTony Banned

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    Areportalling open spaces is a bad idea. You should use hints there. mat_wireframe and +showbudget for your help.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Could you add in your vertical hint brushes for us? That would help a lot in determining any optimisation issues/improvements.

    Your areaportals seem sound from here.
     
    Last edited: Nov 3, 2008
  5. eerieone

    aa eerieone

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    updated the OP with a picture with hintbrushes
    i´m really not an expert in placing them
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]

    Hopefully you can see what i mean here. Try this. yellow = hints.

    You'll have to fill in a few gaps yourself, especially on the horizontal planes.
     
    • Thanks Thanks x 1
  7. eerieone

    aa eerieone

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    wow, thx, will try that out immidiately
    thx for the efford