So how big of an optimization nightmare is this?

Discussion in 'Mapping Questions & Discussion' started by NameUser, Oct 22, 2011.

  1. NameUser

    NameUser L1: Registered

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    My map involves curving tubes. To get the circular shape I used the clipping tool, which of course resulted in dozens of tiny peices. To get the curving in the tube I'm copying one circular opening and displacing it slightly. However, won't the hundreds of tiny peices be awful for optimization? If so, how can I fix this?
     
  2. Sergis

    aa Sergis L666: ])oo]v[

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    ctrl t

    and enclose with rectangular worldbrushes
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    You should really use displacements. Just because they are used to create rugged caves doesn't mean you can't use them to create uniform structures either. If you have trouble keeping them exact as you'd like you can always use brushes as a template.
     
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  4. NameUser

    NameUser L1: Registered

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    How would I use displacements to create a ring shape... ?

    Also I assume you meab by control t to make them func detail. But what do you mean with the world brushes?
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    You use ctrl t on the brushes to make them f_detail. this means vvis won't cut visbrushes with them. Then, take the tunnel, and using a brush with nodraw, make a square tunnel around the circular one you made.
     
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  6. Sergis

    aa Sergis L666: ])oo]v[

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    well if you dont put worldbrushes around the tunnel, itll leak if it touches the void. also try subdividing the displacements.
     
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  7. NameUser

    NameUser L1: Registered

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    Ah, now that makes sense.
     
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  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Yea, if you don't know what a world brush is, then its confusing.

    A world brush VERY SIMPLY is a brush that isn't anything special, just a normal brush you make.

    if you didn't f_detail the tube, the VVIS would try and cut the visbrushes along the angles, and then that requires a lot of calculations, which slows up compiling, and can lower people's fps.