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Eliminating leaks


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#1 Fieldmedic

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Posted 22 June 2010 - 10:11 AM

Just a thought: Would it be a bad idea to make a HUGE brush (and make it a room around the whole map) and give it the caulc texture, to eliminate the bother of leaking? Would this be a problem with rendering or dropdown in FPS?

Edited by Fieldmedic, 22 June 2010 - 10:11 AM.


#2 nbohr1more

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Posted 22 June 2010 - 10:15 AM

I've heard that this is a bad method but I don't recall the explanation about why... I believe it has to do with having to calculate the large distances...
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#3 Baal

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Posted 22 June 2010 - 10:23 AM

Yes, this is a really bad idea. The faces of the containing brushes that would normally be in the void wouldn't be optimized away, your visportals wouldn't work, as you need sealed, separate vis areas for a lot of things and it would create unnecessary pathfinding areas...

#4 Fieldmedic

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Posted 22 June 2010 - 10:29 AM

Yes, this is a really bad idea. The faces of the containing brushes that would normally be in the void wouldn't be optimized away, your visportals wouldn't work, as you need sealed, separate vis areas for a lot of things and it would create unnecessary pathfinding areas...


Ahh, :/ I who thought I've found the way to go :D Well, well, now we know why :)

In my current map, there is some nature and lots of multipoly-patches. I have found that these take LOTS of time to DMAP. Is there any way to stash them away in the map so they don't get rendered, and then add them as the last thing I do before the map is finished? I have thought of saving them to a completely new, blank map and then import, but it feels more convenient to have them in the same map...

Edited by Fieldmedic, 22 June 2010 - 10:30 AM.


#5 OrbWeaver

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Posted 22 June 2010 - 10:37 AM

Another way of looking at it: if surrounding the entire map with a single caulk brush was a good idea, the map compiler would probably do this automatically.

#6 Baal

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Posted 22 June 2010 - 11:57 AM

lots of multipoly-patches. I have found that these take LOTS of time to DMAP.


You can convert them to func_static entities (single patches or in groups). This way they aren't cut up by other faces which might safe some compile time. You can also disable shadow casting on func_statics if necessary.

#7 Fieldmedic

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Posted 22 June 2010 - 01:17 PM

You can convert them to func_static entities (single patches or in groups). This way they aren't cut up by other faces which might safe some compile time. You can also disable shadow casting on func_statics if necessary.


Ahh *headsmack*! I will try that right away! :blush:

#8 Fieldmedic

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Posted 22 June 2010 - 01:35 PM

Naah, no luck with those changes :/

#9 Sotha

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Posted 22 June 2010 - 02:11 PM

Make them one big func_static, check one well-defined alignment position for the whole thing and remember it, cut paste the func_static containing all the things to another map. Then at the last moment, copy paste the one big func_static back to your map and align it properly so it sits where it was in the beginning.
:wacko:

Oh and in the end you probably need to revert them to worldspawn to avoid leaking
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#10 Baal

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Posted 22 June 2010 - 02:11 PM

Does your map contain lots of details made from brushes? Is everything aligned to the grid that's not an entity?

#11 grayman

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Posted 22 June 2010 - 02:18 PM

Make them one big func_static, check one well-defined alignment position for the whole thing and remember it, cut paste the func_static containing all the things to another map. Then at the last moment, copy paste the one big func_static back to your map and align it properly so it sits where it was in the beginning.


If you copy the func_static, create a new map, and paste what you copied, it will have the same coordinates as in the original map. Delete the original, and when you're ready to put the copy back, just do a copy/paste across the maps.

Don't use "paste to camera", because that will change its coordinates.

#12 Fieldmedic

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Posted 22 June 2010 - 02:26 PM

Okay, you're suggesting the thing I mentioned earlier with using an external map :) Fine, then we'll go with that...

#13 Fieldmedic

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Posted 22 June 2010 - 02:29 PM

Does your map contain lots of details made from brushes? Is everything aligned to the grid that's not an entity?


No, it is just in the beginning of making. The startmap and a shitload of patches :laugh:

#14 stumpy

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Posted 22 June 2010 - 03:42 PM

i only stick the big box around the map near the beginning of a build to test I've got the scale right, the big box disappears soon after the test.



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