[Source 1] Hammer Tutorial V2 Series #6 "Basic Optimization"

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  • เผยแพร่เมื่อ 3 ต.ค. 2024
  • If you have a question, EMAIL ME!
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    Basic Optimization using Func_details, nodraw, and NOT BOXING YOUR MAP IN SKYBOX.
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ความคิดเห็น • 111

  • @alephcake
    @alephcake 4 ปีที่แล้ว +68

    I was like "oh, so this just takes a bit of time without the nodraw" and then he hit me with the *96 HOURS*

  • @gdfish3532
    @gdfish3532 9 ปีที่แล้ว +51

    ..and as we step over here, we now see facebook over here and... google+ is now gone.

    • @screwlew
      @screwlew 5 ปีที่แล้ว +3

      3 years later and google+ is actually gone

    • @MrGermandeutsch
      @MrGermandeutsch 4 ปีที่แล้ว +3

      @@screwlew
      *_crab rave intentifies_*

    • @Orincaby
      @Orincaby 3 ปีที่แล้ว +1

      @@screwlew I don't know if you're still alive but 1 year later *NOBODY* remembers google+

    • @screwlew
      @screwlew 3 ปีที่แล้ว

      @@Orincaby I still remember it. It only got shut down april of last year.. Thats what everyone used to change their youtube name and profile picture.

  • @WoodManGamer
    @WoodManGamer 10 ปีที่แล้ว +19

    Really, really good tutorial.

  • @theportalnerd
    @theportalnerd 11 ปีที่แล้ว +3

    I really like the new series. I have been mapping for a year now and I am still learning new things from the videos. This new series does a very good job explaining everything about mapping. Keep up the good work.

  • @Daburubareru
    @Daburubareru 2 ปีที่แล้ว +1

    The way you map is so satisfying

  • @Visceral3D
    @Visceral3D 11 ปีที่แล้ว +4

    I have seen sooooo many tutorial makers make that lazy mans skybox and i wallways call them out on it. This is a fantastic tutorial, really awesome how you showed where to find the log files. If you dont teach new people this they will never learn!
    Proper use of nodraw is allso SOOO important.
    Anyhow great series, dont slack off on optimization, great job!

  • @drcrayg5803
    @drcrayg5803 8 ปีที่แล้ว +12

    This video helped me a lot, thank you.

  • @mouse9643
    @mouse9643 8 ปีที่แล้ว +4

    YOUR MY HERO OK I GOT MY MAP WHICH WHEN U TRIED TO COMPILE TOOK 15minutes+ OR JUST CRASHED AND LAGGED MY PC DOWN 2 UNDER A MINUTE. LOVE U SO FREAKING MUCH.

  • @VarmintLP
    @VarmintLP 5 ปีที่แล้ว +5

    Thank you very much for this tutorial. I will now probably be able to make much better maps :D
    Also about the skybox think. I also always apply the nodraw first to the whole box and only set the skybox skin to the inside of the box in order to safe some textures or to keep rendering lower since it's just not visible but I will keep making skyboxes as boxes because I work on a kind of open world map so that's the best and only way to do this. Sadly :C
    Anyway thanks for telling me about the func detail I will do some research on this and will try to improve the maps I make. ;D

  • @mikeman232
    @mikeman232 9 ปีที่แล้ว +21

    for some reason, I cant load the portalfile, I am making a Half-Life 2 map, but it cant load it, or there are no files, please HELP!

  • @tobymaddix1915
    @tobymaddix1915 6 ปีที่แล้ว +3

    With the sky box, having an open sky box in csgo can help to improve gameplay.

  • @joeybaboeyfied
    @joeybaboeyfied 11 ปีที่แล้ว +2

    Wow! I never knew any of this stuff. Thanks!

  • @BabyCharmander
    @BabyCharmander 9 ปีที่แล้ว +3

    Man, didn't even think about this kind of stuff. I'm not planning on making functional game maps or anything--just ones that look nice so I can use them as backgrounds for images--but this is still good stuff to know! You explained the concepts very well. %D Thanks for these great tutorial videos!

  • @burbgoop3431
    @burbgoop3431 11 ปีที่แล้ว

    OH GOD YES! Please keep uploading like 5 of theses videos a day, you fucking rock so hard waffle.

  • @xxXiFluffyiXxx
    @xxXiFluffyiXxx 8 ปีที่แล้ว +1

    2:59 Now I know why it always took so long.. Thank you! x,D

  • @FitzgeraldKrox
    @FitzgeraldKrox 9 ปีที่แล้ว +2

    Thanks, this is so useful!

  • @ojkbr9764
    @ojkbr9764 6 ปีที่แล้ว +17

    When a majority of a map is out in the open, like in a field, how are you supposed to do an effective skybox as there are no 'rooms' to cover

    • @MrGermandeutsch
      @MrGermandeutsch 4 ปีที่แล้ว +2

      *_The Skybox becomes the wall_*

    • @shurbrrt
      @shurbrrt 4 ปีที่แล้ว

      fog

    • @VOKZEL
      @VOKZEL 4 ปีที่แล้ว +6

      First thing to do is to avoid making wide open areas where it's difficult to optimize. But if you really want to make a wide open area, use func_visclusters, heavy use of prop fading, detail only where it's necessary, and fog.

    • @MrGermandeutsch
      @MrGermandeutsch 4 ปีที่แล้ว +1

      @@VOKZEL
      *_That's an answer to a question nobody has asked for, but an answer we all needed._*

    • @shurbrrt
      @shurbrrt 4 ปีที่แล้ว

      @@VOKZEL How big would be considered wide open?

  • @ThatGuyNamedBender
    @ThatGuyNamedBender 11 ปีที่แล้ว +1

    oh ok. Thanks for the help!

  • @puzzlepuddles6712
    @puzzlepuddles6712 4 ปีที่แล้ว +2

    i tried func_detailing complex geometry in my map but that didnt help. i remember messing around with HDR and my character to experience light exposure and from then, every single compiler crashes at "Portal Flow"

  • @edlb10
    @edlb10 4 ปีที่แล้ว

    really good tutorial man

  • @GamerFollower
    @GamerFollower 11 ปีที่แล้ว

    Thank you and sorry didn't hear it at first

  • @MrMusicM67
    @MrMusicM67 11 ปีที่แล้ว +4

    Can you "Over Func_Detail" stuff?

  • @Shadowsphere1
    @Shadowsphere1 8 ปีที่แล้ว +2

    So, what do you recommend for a skybox if you're potentially making a map that's primarily outside with many complex shapes for walls or ground (rock walls, slopes on outer portion of map) or what if you actually plan to use at least 90% (hypothetically) of the hollow box if you use that method? That and if you potentially want to add something such as a mountain or other figure as a distant aesthetic object, or making a skybox way higher than the actual objects on the map to compensate for gameplay (such as throwing grenades over buildings in CS:GO).
    I only really ask in anticipation of a helpful answer because I have watched a couple CS:GO map build logs, and they don't go into much detail regarding actual making of the map, and the map being made was quite complex in terms of visible skybox locations, which led me to wonder what method this builder used. (for the record, his basic tutorials have also mentioned the hollow box is a beginner or inefficient method).
    I suppose I could have sent my question as an email to you, but I suppose I like it on the video just in case someone else might have the same question and because it's obviously more in touch with the subject of the video.

    • @jantzenmiller740
      @jantzenmiller740 8 ปีที่แล้ว

      +Photon Wolfsky Your question is a bit vague, but you can use the playerclip texture to make out of bounds areas instead of using the skybox as the only thing around the level. And you can use 3D skyboxes to make it look like there is a moutain outside the level.

    • @Shadowsphere1
      @Shadowsphere1 8 ปีที่แล้ว

      +Jantzen Miller yeah i made that comment before watching the 3d skybox videos

  • @room___
    @room___ 8 ปีที่แล้ว +1

    usin those stanley parable props, ey? cannibalizing that game for custom content was so fun, davey hid loads and loads of secrets everywhere.

    • @lereff1382
      @lereff1382 8 ปีที่แล้ว

      what props? :D

    • @room___
      @room___ 8 ปีที่แล้ว

      Le Reff lots of stuff in the 'models' and 'materials' folders, but i recently realized that the creator reused a lot of content from portal 2 so some of it isn't new.
      there are still lots of fun little secrets he hid though

    • @lereff1382
      @lereff1382 8 ปีที่แล้ว

      room Yeah, the Stanley Parable is running on the Portal 2 branch of the Source Engine.

    • @room___
      @room___ 8 ปีที่แล้ว

      knew that, i just thought that all of the models were unique, didn't realize lots of them were from the old aperture section of portal 2

    • @lereff1382
      @lereff1382 8 ปีที่แล้ว

      room Ah okay.

  • @ThatGuyNamedBender
    @ThatGuyNamedBender 11 ปีที่แล้ว +2

    Also in my log the "Load portals" command is returning with " couldn't read e:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps\Tutorial 3.prt" It was working fine but when i tried the rail thing and func_detail all of a sudden my map doesn't generate a .prt file

  • @parouuu
    @parouuu 11 ปีที่แล้ว +1

    fucking great video, keep up the good work !!!

  • @Fosten12
    @Fosten12 2 ปีที่แล้ว

    Me: *doing a whole box around map for skybox*
    Then watching this video
    "uhm"

  • @sebastiancristaldo6868
    @sebastiancristaldo6868 7 หลายเดือนก่อน

    well i have a question
    why when i just barely take away the camera from a prop this just turn in a yellow block?

  • @ddwu4934
    @ddwu4934 ปีที่แล้ว

    oldschool

  • @ThatGuyNamedBender
    @ThatGuyNamedBender 11 ปีที่แล้ว +1

    Several things, first whenever I turn on Wireframe 3 in gmod everything that should be wireframe is the purple and black checkered texture meaning missing texture
    second
    Can you go over how come when testing the map in Gmod is says something like "Node Graph out of date" or something like that?

  • @L_U-K_E
    @L_U-K_E 4 ปีที่แล้ว +1

    i made a map and its got over 7600 numportals.... what do i do?

  • @TS_Mind_Swept
    @TS_Mind_Swept 10 ปีที่แล้ว

    so where are the other optimization tutorials? I found 4 others, but they didn't help me much.

  • @BigBang1112tm
    @BigBang1112tm 10 ปีที่แล้ว

    i remember, that i make skybox around whole grid and make hollow :D

    • @mikeman232
      @mikeman232 9 ปีที่แล้ว

      yes, but if you are making different areas, then do what valve does, if you go to the team fortress 2 sdk, in most of the maps, with different areas that have a skybox is separated, and for this, the game will lag less. The reason is for the lower amount of skybox used and the map will take less memory space, I may have done bad a describing, but I tried my best, just check a team fortress 2 map in sdk and you will see what I mean, or if you don't have tf2, then go to a css:go map making videos and you will see, that the different areas will have separated skyboxes, maybe, if not, I don't know, search it up or something... :p

  • @Daniel-wg9hn
    @Daniel-wg9hn 6 ปีที่แล้ว

    Thank

  • @GingeyBoi57
    @GingeyBoi57 3 ปีที่แล้ว

    Building the hallway alone took me like 30 minutes lol

  • @quirkylarry
    @quirkylarry 7 ปีที่แล้ว +3

    I have a question, Why are your walls so thick, I don't understand that. i always make mine 1 block thin.

    • @TopHATTwaffle
      @TopHATTwaffle  7 ปีที่แล้ว +5

      +Mr.sexyness are walls in your house 1 inch thick?

    • @quirkylarry
      @quirkylarry 7 ปีที่แล้ว

      TopHATTwaffle No, but I noticed that walls players can't see, or even skyboxes are really thick on maps, I understand "Visible" walls to be realistically thick, but it's not needed for non Visible walls to be thick?

    • @TopHATTwaffle
      @TopHATTwaffle  7 ปีที่แล้ว +3

      If they are walls bordering the void, it's really about personal preference. I used to use 1u thick walls when I stated way back when. Now it's just way easier to 8/16u walls

    • @quirkylarry
      @quirkylarry 7 ปีที่แล้ว

      TopHATTwaffle what do think about this, I am make a solid nodraw block under my side walk so the sidewalk can be func_details, I have over 8k num portals, and trying to fix it. Is this a good way to start?

    • @TopHATTwaffle
      @TopHATTwaffle  7 ปีที่แล้ว +2

      That is a good way to do it. If there is a neighboring brush that you can just extend under the sidewalk, that works too.

  • @indecheeso
    @indecheeso 2 ปีที่แล้ว

    bruh i can't find out how to fix my views like there is two front views and there's a side view there is no top view please help i can't find any tutorials on how to fix that

    • @zarteca4072
      @zarteca4072 ปีที่แล้ว

      th-cam.com/video/E3ny_u11PVY/w-d-xo.html ?

  • @katrinacummins9644
    @katrinacummins9644 2 ปีที่แล้ว

    Making a citadel map is hard I didn't even add the light that I was annoyed

  • @HivoltageCS
    @HivoltageCS 3 ปีที่แล้ว

    how am I supposed to open the console if it takes 96+ hours to compile?

  • @GamerFollower
    @GamerFollower 11 ปีที่แล้ว +1

    You may have mentioned this in one of your tutorials already, but I didn't notice, but how did you duplicate the servers models so quickly in a line?

    • @artistsometimes2729
      @artistsometimes2729 ปีที่แล้ว

      @@trollmoment9450 also, to stop them being merged in one another, he tapped down in-between the shift-down to space them properly

  • @jantzenmiller740
    @jantzenmiller740 8 ปีที่แล้ว

    So the occluders are like reverse areaportals? Calculating what you can't see (if the occluder was a wall) instead of calculating what you can see?

    • @lereff1382
      @lereff1382 8 ปีที่แล้ว

      Occluders indeed are calculating things you CANNOT see in real-time. Objects behind occluders will not be drawn.

  • @koshgummers3191
    @koshgummers3191 7 ปีที่แล้ว

    When I try to load to load visleaves it makes me load a portal file?

  • @yourtags4876
    @yourtags4876 20 วันที่ผ่านมา

    how do you rotate your prop like that?

    • @yourtags4876
      @yourtags4876 20 วันที่ผ่านมา

      nvm you double click the selection

  • @frainbreezed3383
    @frainbreezed3383 9 ปีที่แล้ว +1

    1:55 how did you dupe it that way?

    • @lereff1382
      @lereff1382 8 ปีที่แล้ว

      same method he used at 6:41 I believe.

  • @Orincaby
    @Orincaby 3 ปีที่แล้ว

    "So now that we have Facebook data center here"

  • @JustYesntMan
    @JustYesntMan 9 ปีที่แล้ว +1

    ...my map has 27k numportals. cuz im still working on it.i will optimizr it when its done

    • @JustYesntMan
      @JustYesntMan 9 ปีที่แล้ว

      troll :D it was 4345

    • @JustYesntMan
      @JustYesntMan 9 ปีที่แล้ว

      alos its such a big map ı mean it has 25 min gameplay time

    • @JustYesntMan
      @JustYesntMan 9 ปีที่แล้ว

      source games

    • @JustYesntMan
      @JustYesntMan 9 ปีที่แล้ว

      yep

    • @JustYesntMan
      @JustYesntMan 9 ปีที่แล้ว

      so who wants to learn how to use prop_coreball

  • @tompycz2225
    @tompycz2225 6 ปีที่แล้ว

    boi I'm like doing my level and I'm in like maybe 15% completion and the shit has 5253 numportals kill me

  • @Kazyu
    @Kazyu 8 ปีที่แล้ว

    are brush_details solid though?

  • @oluja212
    @oluja212 6 ปีที่แล้ว

    just a question... what happens if i func_detail everything?

    • @TehGamerPro
      @TehGamerPro 2 ปีที่แล้ว

      Your map will not compile due to massive leakage. func_detail does not seal the map.

  • @glitchsmasher
    @glitchsmasher 8 ปีที่แล้ว

    Is it normal for mat_wireframe to crash CSGO?

  • @profeoredit
    @profeoredit 2 ปีที่แล้ว

    1:45

  • @cristian2452
    @cristian2452 11 ปีที่แล้ว

    is no more easy create all map using dev textures, and leter remplase witch nodraw???

  • @GarryTale
    @GarryTale 2 ปีที่แล้ว +1

    999 likes

  • @Euroliite
    @Euroliite 11 ปีที่แล้ว

    Probably because they area bit outdated and he has more things to say or explain better.

  • @guilal149
    @guilal149 10 ปีที่แล้ว

    aHAHAHAHA facebook data center!

  • @stickanimatorproductions5167
    @stickanimatorproductions5167 8 ปีที่แล้ว

    i hax ur datacenter

    • @KEL5isGodrules
      @KEL5isGodrules 7 ปีที่แล้ว

      plese no not my facebook enfosz

  • @Stoogie
    @Stoogie 10 ปีที่แล้ว

    Why do we even need visibility rendering with such powerful pc's nowadays? $1200 can get you 4770k 16gb ddr3 2x7950 equiv, even if it was a big ass map you could still only go for draw distance or partial visibility.

    • @no_alias_for_me
      @no_alias_for_me 9 ปีที่แล้ว +5

      Its not about the rig, the engine needs these optimizations.
      The source engine is very old, updated every now and then, but its not a modern engine (wait for source 2 thats going to be cool!).
      In Unreal Engine 4 you don't need that much optimization, but that's a very young engine.

    • @Shadowsphere1
      @Shadowsphere1 8 ปีที่แล้ว +2

      +Stoogie [Late, but relevant]
      We don't disregard optimization because it's bad practice. On smaller projects, it might not matter. It might not even on medium or some larger projects. But if your PC can handle it, not everyone elses can. That and it's generally a bad habit, such as not using a blinker when you turn when driving (I want to throw objects at people who don't use them).
      I'm a programmer, granted, I only have an Associate's Degree in Software Development, so I'm not an expert by any means, but my instructors would make comments on my assignments when I did it inefficiently, because when it comes to programming and software, small inefficiencies in large quantities become large, hard to keep track of problems. Just imagine a small line of code that uses 500KB of memory, used over 100 times in a project? Used once, 500KB of memory in a modern PC isn't anything to really care about (if it was a console program, it would be a lot), but 500KB times 100 is 25MB of memory. Okay, still small, but it adds up.
      For the record, I have a 5820k 6-core with 16GB DDR4 so the rendering isn't a problem for me. If I made a map that pushed my PC to a limit, no one else would be able to run the map in the least bit.

    • @Stoogie
      @Stoogie 8 ปีที่แล้ว

      It makes sense for perfectionism, you know far enough, i have only a cert 4 qualification,

    • @Stoogie
      @Stoogie 8 ปีที่แล้ว

      stoogiemeister.deviantart.com/
      scroll down

    • @Shadowsphere1
      @Shadowsphere1 8 ปีที่แล้ว

      I mean, processing is one thing, memory is another, but graphics is something else. A CPU is probably way more able to handle the processes and rendering of the content, and you'll probably have enough general memory to load it, but graphics and VRAM isn't in as high a quantity. And it is true that modern PCs are quite capable of even rendering a large map project (anyone serious about playing these games might have a decent PC to ensure the best experience). But then again, the PC isn't running /just/ the map. You have the OS taking what it needs, the game itself taking what it needs, background software such as web browsers, etc. The end-goal is to optimize the content as much as possible to allow versatility with users. Let's say you have a GTX 980ti and you optimize it kinda' basically. Where your extremely high-end GPU can run it fine. But if you let someone still using a 750 or so run it, the ratio of resources being used is way higher for the 750, therefore causing frame drops or equally taxing problems.
      For my work ethic in software and computer-related tasks, I don't see optimization as perfectionism, but rather a necessary step. I especially learn this the hard way during my Android development projects during college. Mobile devices definitely don't have as much in resources and optimizing projects is way too important because many Android users don't properly end Activities on their devices and they just continue using memory. It's about the variety of users, not the ability to run it on the host device. It's a problem that some devs have when releasing games because not every computer runs like the host dev environment. Testing a game on a test bench with 4 GTX Titans (Square Enix w/ FF15) will run differently on other systems, obviously.
      Sorry about the long post, though.