On closer inspection...that's a lot of BSP brushes...
Did you Func_Detail any of the ones that didn't contribute to the hull of the level? If you didn't, it will take a lot longer to compile and carve your game world into a TONS of little portals that don't need to be there. The sorting of those portals, which portal can see into what other portals is what bogs down compile times. Unless a brush is keeping the level from leaking it should probably be a func_detail.
The cargo containers are very flat and fit perfectly together, which just isn't very realistic. Even TF2 packed a lot of geometric detail into their cargo containers and used static meshes instead of BSP brushes.
On closer inspection...that's a lot of BSP brushes...
Did you Func_Detail any of the ones that didn't contribute to the hull of the level? If you didn't, it will take a lot longer to compile and carve your game world into a TONS of little portals that don't need to be there. The sorting of those portals, which portal can see into what other portals is what bogs down compile times. Unless a brush is keeping the level from leaking it should probably be a func_detail.
Of course I mix with func_detail and func_brush, otherwise the level wouldn't compile.
The cargo containers are very flat and fit perfectly together, which just isn't very realistic. Even TF2 packed a lot of geometric detail into their cargo containers and used static meshes instead of BSP brushes.
the video is about the interior, I haven't touched the containers yet, I will extrude some of them and make them not so flat in the end Thanks for the heads up!
Replies
On closer inspection...that's a lot of BSP brushes...
Did you Func_Detail any of the ones that didn't contribute to the hull of the level? If you didn't, it will take a lot longer to compile and carve your game world into a TONS of little portals that don't need to be there. The sorting of those portals, which portal can see into what other portals is what bogs down compile times. Unless a brush is keeping the level from leaking it should probably be a func_detail.
The cargo containers are very flat and fit perfectly together, which just isn't very realistic. Even TF2 packed a lot of geometric detail into their cargo containers and used static meshes instead of BSP brushes.
Of course I mix with func_detail and func_brush, otherwise the level wouldn't compile.
the video is about the interior, I haven't touched the containers yet, I will extrude some of them and make them not so flat in the end Thanks for the heads up!