optimizer needed/wanted

Discussion in 'Mapping Questions & Discussion' started by rawrl337, Nov 16, 2009.

  1. rawrl337

    rawrl337 L2: Junior Member

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    if anyone isnt too busy and would like to help it would be greatly appreciated. will give a thanks in a file read me for the given credit for the map if u want that. its optimizing with area portals because i am basically done with my map (pl_outlook w00t! :p) and do not have any idea how to do this and i have read the tutorials but dont see how i would use them in my map.

    much thanks to anyone wishing to help :)
     
  2. Rexy

    aa Rexy The Kwisatz Haderach

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    Take the time to learn, you will really appreciate it. Learning to optimize is part of the mapping process.
     
    • Thanks Thanks x 6
  3. eerieone

    aa eerieone

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    That´s a step you have to take yourself, it´s essantial you learn that.
    Trial and Error is the way to go.
    There is enough examples in the sdk_valvemaps. Go have a look.
     
  4. Nutomic

    Nutomic L11: Posh Member

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  5. rawrl337

    rawrl337 L2: Junior Member

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    ok. lol. you guys might be like face meet palm, palm face - but i read this http://developer.valvesoftware.com/wiki/Func_viscluster and decided to give it a try and made 3 big func_visclusters on my map - its a pretty big area that can almost be broken into 3 areas. its probly VERY QnD (quick and dirty) way of compiling but i put everything on normal and might have taken <10 minutes. was this noobish or stupid thing to do?
     
  6. rawrl337

    rawrl337 L2: Junior Member

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    also when i did a full compile i got this on the areas where i did the texture/displacement paint alpha. any fixes for this? also i get the wierd purple boxes on my models. sorry for asking sooo many questions. i hope im not annoying the community. i jsut really wanna get a decent beta/alpha out
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Cubemaps solve your purple checkers.

    It's best to avoid func_visclusters at an early stage, they're used in large open area's to effectively merge multiple visleafs (although not literaly). This extreme end of the optimising spectrum is not required at an early stage as its benefits are limited provided func_detail has been utilised appropriately.

    Your first port of call should be hints and then area portals, then occluders then visclusters.
     
  8. rawrl337

    rawrl337 L2: Junior Member

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    so the cubemaps for weapon models? i tohught it was jsut for shiny/reflective surfaces built in the map?
     
  9. Engineer

    aa Engineer

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    Cubemaps work for every reflective surface not just weapons ;)
     
  10. Cameron:D

    Cameron:D L6: Sharp Member

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    For more info on cubemaps, see my sig ;)
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Yea, you only need 1 cubemap to prevent the checkers, but you'll need several as the cubemaps only take images of the local area (It's not a real time reflection), if you want the reflection of the sniper scope to reflect their location accurately you will want several around your map.