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Old 04-01-2012, 10:36 PM   #1
spyshadow117
 
Join Date: Jul 2011
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Question Map Optimization Help, hints, areaportals

I need some serious help. I been making this map for over a few months now. I have no clue on how to use the hint texture correctly. Plus I can't figure out in my own mind on how I would hint this map, this is why I am asking for some help. Area portals are very easy to place and use. I can close all the buildings with area portals and I sure it will work but I prefer to try and use hints first before trying to use areaportals sense areaportals are a bit more resource expensive if a lot of them are used by what I read.

I uploaded my map for you guys to checkout. For hint and area portal optimization, only thing needed is the brush's so that is what I uploaded.

Textures may be missing, simple ignore them, important thing is optimization.

Download VMF Here

Hopefully this will help me understand the hint texture better.

Last edited by spyshadow117: 04-01-2012 at 10:55 PM.
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Old 04-02-2012, 02:17 PM   #2
spyshadow117
 
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I guess I got the map optimized a little bit, as in prop fade distance adjustments, area portals.

still dont know about hint
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Old 04-02-2012, 05:02 PM   #3
Punishment
 
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This link might be able to help you out a little there. Areaportals are usually the way to go in terms of optimization. Hint brushes can be helpful, but they're moderately difficult to do right.
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Old 04-03-2012, 12:31 AM   #4
Karlos_Modder
 
 
 
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Not one brush in your map is func_detail. You'll have sooooooo many numportals. I'd start with moving some world brushes to func_detail.
What should you detail..
Walkways on the side of the buildings
Pillars
Pretty much nearly all of that center structure.
Brush work thats on the buildings for aesthetic
Or any brush that does not block the players view in the slightest and is not touching the void.
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Old 04-06-2012, 11:57 PM   #5
spyshadow117
 
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Quote:
Originally Posted by Karlos_Modder View Post
Not one brush in your map is func_detail. You'll have sooooooo many numportals. I'd start with moving some world brushes to func_detail.
What should you detail..
Walkways on the side of the buildings
Pillars
Pretty much nearly all of that center structure.
Brush work thats on the buildings for aesthetic
Or any brush that does not block the players view in the slightest and is not touching the void.
There is func_detail items but in the vmf I gave out, I deleted them. But you are right tho, I need more brush's to be func_detail.

this will help on vis.exe not taking hours to compile.
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