- Sep 11, 2011
- 14
- 5
Hello I'm Mouse, I've been mapping for tf2 for over 8 years but have never
completed or released any maps. I'm very talented and I've got a question
for all you passionate and respectable mappers out there regarding optimization.
For the purpose of defining the conditions I will offer a scenario:
There is a map and it is fully completed, compiles and is playable without any errors.
This map contains thousands of brushes, which create even more visleafs.
Some of the brushes, the detail work, has bee made into func_detals thus generating no visleafs.
Now my question is this: Has it ever been attempted, and/or what would be the hypothetical outcome,
of turning every brush in the entire map into func_detail entities, enclosing the map in a skybox,
and manually creating hint/skip brushes to generate the cuts necessary to have visleafs?
Would this not reduce the amount of visleafs from thousands to merely tens of cuts?
Wouldn't tens of cuts be all that is necessary to limit what is rendered from any position?
Would this not reduce compile time significantly while increasing fps for players in game?
In this scenario the skybox could simply be a box surrounding the map to prevent leaks.
Hint/skip brushes would define the visleafs instead of doing it by visible world geometry.
I have had this question for a long time and would appreciate any well thought out answers.
Thank you in advance for your time/energy in answering these questions for me.
completed or released any maps. I'm very talented and I've got a question
for all you passionate and respectable mappers out there regarding optimization.
For the purpose of defining the conditions I will offer a scenario:
There is a map and it is fully completed, compiles and is playable without any errors.
This map contains thousands of brushes, which create even more visleafs.
Some of the brushes, the detail work, has bee made into func_detals thus generating no visleafs.
Now my question is this: Has it ever been attempted, and/or what would be the hypothetical outcome,
of turning every brush in the entire map into func_detail entities, enclosing the map in a skybox,
and manually creating hint/skip brushes to generate the cuts necessary to have visleafs?
Would this not reduce the amount of visleafs from thousands to merely tens of cuts?
Wouldn't tens of cuts be all that is necessary to limit what is rendered from any position?
Would this not reduce compile time significantly while increasing fps for players in game?
In this scenario the skybox could simply be a box surrounding the map to prevent leaks.
Hint/skip brushes would define the visleafs instead of doing it by visible world geometry.
I have had this question for a long time and would appreciate any well thought out answers.
Thank you in advance for your time/energy in answering these questions for me.