The Source engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system.
Learn the basics of optimization, learn about leafs and portals and how to keep their numbers down using func_detail to increase compilation speed.
Posted by Silverfisk on Feb 8th, 2010
Intermediate Mapping/Technical.
Rundown
First there's a quick theoretical walkthrough of how leafs and portals work. Then the problem is presented; round shapes and details.
Then we open up hammer and create a cylinder, we compile the map and see a large amount of leafs and portals in the compiler window. Then we tie the cylinder to the func_detail entity and compile the map again to see that the number of portals and leafs have decreased a lot.
Very easy to follow and great explanation :D
awesome bud, thanks for this!
You're always great with tutorials!
Very nice explanation! :)
Thanks for including subtitles. :D
Helped a lot.
you could have loaded the portalfile if you were using the EP2 engine to show exactly what the portals looked like before and after.
Ah I did not know about that! I'll make sure to include it in a later optimization tutorial, thank you!
Nice :D
What's the difference between a normal brush(not func_brush)and func_detail besides the fact that it reduces leafs?