Anything on optimization? Its being a pain right now to make sure area portals arent leaking and what not.
Also is it okay for world brushes to intersect with func_detail brushes?
Advanced optimization requires use of func_areaportal
. Read that page through carefully, if used incorrectly Areaportals can cause errors.
Simple things you have to remember about Areaportals:
- Place them in doorways and windows of a building
- Must seal off the building (You cannot get in or out of that building without going through an areaportal)
And most importantly,
1)Func_detail anything that doesn't seal in the world!
Don't do that.
I've seen this problem with many, MANY
mappers, and lived through it myself for quite awhile.
Areaportals cannot be sealed with func_detail brushes. I know the dev wiki says turning things into detail entities is great for optimization, and it is, but not everything should be made into one. The fps gain from proper use of areaportals will far outway the gain from simply making everything into details. Detail should be used for this like rafters, railings, or window frames.
When sealing the skybox or an areaportal, I recommend going into the Visgroup pannel* and unselect Func Detail.This hides all func_detail. Click it again to draw them. Once you're map starts to get very complex, you may want to hide certail brushes or props to make better use of the 2D views. Hidden objects are not compiled, so you can also use this to compile only specific parts of your map for testing.
Now see if you can spot a way in or out.
Oh, and the simplest form of optimization is simply putting the nodraw texture on any brush face that cannot be seen my a player ingame. Doing this will speed up compile time and map preformance. 9WHy waste time figuring how a shadow casts across a surface which will never be seen?)