[Tutorial] Optimization

Discussion in 'Tutorials & Resources' started by Armadillo of Doom, Dec 22, 2007.

  1. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    First off, this is not my guide. Full credit goes to the original author. This tutorial is by far the single best I have ever known. I've been using it since day 1, and feel it's well worth posting here. The tutorial is over 80,000 characters long, not counting pics, and would take a minimum of 9 posts to copy. So instead I'm simply gonna link it. Enjoy! http://rvanhoorn.ruhosting.nl/optimization.php?page=news
     
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    Last edited by a moderator: Apr 28, 2009
  2. Vilepickle

    Vilepickle L7: Fancy Member

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    Ahh optimization, I'm glad it's actually quite universal from engine to engine. Coming from Q3 I had to relearn most of this the least, thankfully. :D
     
  3. Snipergen

    Snipergen L13: Stunning Member

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    awesome but i still cant figure out where to place the areaportals in my map :(
     
  4. Vilepickle

    Vilepickle L7: Fancy Member

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    Doorways. Any other semi-enclosed areas you can box off with areaportals... even a somewhat large area with a lot of models might be a good idea. I've used them much more in my updated Castle that I'll have to release for the new scoring system soon.
     
  5. spaceweasels

    aa spaceweasels

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    This is the key point with areaportals. You have to set it up so it seals a part of the map. So say you have a room with one door , a hall and a window, and you need an areaportal. You would setup a closed areaportal in the door, associated with the door. You would setup an open areaportal in the hall. Finally, setup and areaportalwindow inside the window brush as well.

    The areaportal entities have to touch four sides (such as two side walls, the floor and ceiling), If they don't they will leak.
     
  6. Vilepickle

    Vilepickle L7: Fancy Member

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    Do Valve maps used closed portals in their doorways? Their wiki says open ones are almost always used in MP. I'll have to check I suppose.
     
  7. DJive

    aa DJive Cake or Death?

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    !? You came from Q3A GTKRadient? Another Q3A mapper? =)
     
  8. Vilepickle

    Vilepickle L7: Fancy Member

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    Yessir. Actually, Quake 3 Fortress was my first mapping experience, so I've been in fortress mapping for a long time.
     
  9. shpladoink

    shpladoink L3: Member

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    This tutorial is a good tutorial so I am posting in this thread.
     
  10. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Absolutely excellent tutorial. It covers all the bases of optimization and has gotten me to change my approach to mapping as a result.
     
  11. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Same here. Were it not for this tut, I wouldn't even be using nodraw, and think that cutting was a good idea lol.
     
  12. Dox

    Dox L8: Fancy Shmancy Member

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    This probably should be a sticky. :)
     
  13. Dr Forrester

    Dr Forrester L2: Junior Member

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    there is a 404 error when I click the link. That is all.
     
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The university that runs his hosting changed their hosting scheme. I've edit the link to the new one.
     
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  15. Icarus

    aa Icarus

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    Awesome!

    Preserve THE BEST optimization guide!

    Could we save it somewhere else just in case it goes under again?
     
    Last edited: Apr 28, 2009
  16. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Way ahead of you. I keep a basic html version of the guide (with pics) on my hdd and a backup cd.
     
  17. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It never went under in the first place. It just changed URLs.
     
  18. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    Can't believe that site's still up; Zombie used to post on the old Verc mapping forums when HL2 was first released way back when....
     
  19. Pianodan

    Pianodan L3: Member

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    Important Noob Tip: (All the regulars already know this, of course, but I was kicking myself HARD when I figured it out)

    A lot of these optimization guides were made on the previous version of the editor which required you to launch the game and use console commands to view the visleafs. So they don't mention the key fact that the new version lets you display them in the editor.

    Do the compile map command with just BSP and VVIS (no vrad, don't launch map), then select Tools->Load Portal File.

    Holy COW! Big ugly blue lines everywhere! I felt like such an idiot a ) when I realized how to display them and b ) when I saw just how many there were. That moment did more for my compile times than the five or six optimization guides put together.

    Of course, then the optimization guides made sense and started to be extremely useful.
     
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  20. Ravidge

    aa Ravidge Grand Vizier

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    You actually only have to run vbsp to generate a portalfile (and pointfile).
     
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