Optimize an "open" environment.

Discussion in 'Mapping Questions & Discussion' started by Anreol, May 24, 2015.

  1. Anreol

    Anreol L6: Sharp Member

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    I have a problem, i cant finish an alpha (or planning) of a map, because the map don't have any optimization, and i don't know how to do that, because is too open! (And its actually small)
    Isometric screenshot of the map
    That is the map. But outdated, actually i mirrored it and edited/added something.
    Just when i mirrored it the compilation time never ends.
     
  2. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    You really shouldn't build your map in a big open box like that. Open spaces filled with smaller brushes are going to be deadly to optimize.
     
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  3. hutty

    aa hutty

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  4. Anreol

    Anreol L6: Sharp Member

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    So i must extend the walls?
    Well, now that I'm thinking that will "fix" the sightlines too.
    But originally i built that because in the original game they are small too.

    EDIT: K, make smaller the open area, at the first time i didn't get what you want to say
     
    Last edited: May 24, 2015
  5. Crash

    aa Crash func_nerd

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    A thousand times this. Creating a big box and then filling it, or even just making your map and enclosing it on a box is a surefire way to cause yourself nothing but trouble down the road.
     
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  6. killohurtz

    aa killohurtz Distinction in Applied Carving

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    This article does a good job of explaining the proper use of skybox textures, so I would recommend reading through it.

    Also check this page for an explanation of the pros and cons of different skybox setups. Based on the screenshot you provided, option 2 would probably be best for you since your buildings and walls are pretty low.
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    One fast way you can optimize it instantly (before you do more of your map) is to move that box floor so that you map sits on it - just cut out the floor to match the outline of your map and then make them skybox textures - copy the orange boxes - move them up on top of the existing and then make the skybox texture so that it joins the ceilinf.

    Run your compile on existing - then do the items above - compare the portal clusters/numportals/audible clusters and the vis data size.

    Also net_graph 1 on existing then load new map and you should also see an improvement.

    Start here and then go ape optimizing everything else.