- Feb 26, 2008
- 1,626
- 1,325
Alright ace, this is what you currently have:
Notice you're drawing things wayyy out of the current playable area. Hint brushes do NOT block visibility, they only tell the compiler how to cut up visibility sections (which sometimes aids optimization if done intelligently.) Here's what I was suggesting with the skybox:
The blue panels are skybox, extending from your world geometry on the apexes of your rooves up to the top of your skybox. The red denotes the new axis along which your map would be divided into 2 sets of visibility. Players won't notice that you're blocking the visiblity of the tops of rooves in the background, but they will notice the performance benefits. Try doing this throughout your map.

Notice you're drawing things wayyy out of the current playable area. Hint brushes do NOT block visibility, they only tell the compiler how to cut up visibility sections (which sometimes aids optimization if done intelligently.) Here's what I was suggesting with the skybox:

The blue panels are skybox, extending from your world geometry on the apexes of your rooves up to the top of your skybox. The red denotes the new axis along which your map would be divided into 2 sets of visibility. Players won't notice that you're blocking the visiblity of the tops of rooves in the background, but they will notice the performance benefits. Try doing this throughout your map.