- Feb 16, 2021
- 13
- 1
Hi everyone, I was wondering how to best approach reducing the total planes on my map.
I'm up to 70% at the moment with hopefully quite a bit of work left to do, and it's been a mostly gradual climb up to that point. My map is relatively complex with world geometry/func_details, but isn't especially detailed/expansive yet.
Other factors like waterindices have a lot of documentation already on what they are and how to reduce them, but I couldn't find much info on how exactly planes are generated.
From what I've read it seems pretty rare to run into a worrying amount of planes before something like waterindices or brushsides. I do have some info about my map that might be pertinent.
I haven't used the torus, sphere, or carving tools.
I've done a decent amount of vertex editing, but with pretty simple shapes. Having been compiling often I haven't seen much of an impact.
I have a few examples of pretty complex world geometry and func_details, some I successfully turned into props with Propper, others were unable to light properly/generate a shrink-wrap collision model. Hiding the worst example reduced planes by 6%, good but not the number I'm looking for.
I have no complex displacements, hiding all had no effect on planes.
Does anyone have tips on how to reduce planes on maps? What exactly are they individually? Thanks!
I'm up to 70% at the moment with hopefully quite a bit of work left to do, and it's been a mostly gradual climb up to that point. My map is relatively complex with world geometry/func_details, but isn't especially detailed/expansive yet.
Other factors like waterindices have a lot of documentation already on what they are and how to reduce them, but I couldn't find much info on how exactly planes are generated.
From what I've read it seems pretty rare to run into a worrying amount of planes before something like waterindices or brushsides. I do have some info about my map that might be pertinent.
I haven't used the torus, sphere, or carving tools.
I've done a decent amount of vertex editing, but with pretty simple shapes. Having been compiling often I haven't seen much of an impact.
I have a few examples of pretty complex world geometry and func_details, some I successfully turned into props with Propper, others were unable to light properly/generate a shrink-wrap collision model. Hiding the worst example reduced planes by 6%, good but not the number I'm looking for.
I have no complex displacements, hiding all had no effect on planes.
Does anyone have tips on how to reduce planes on maps? What exactly are they individually? Thanks!