[Source 1] Hammer Tutorial V2 Series #21 "Optimization"

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  • เผยแพร่เมื่อ 11 เม.ย. 2014
  • If you have a question, EMAIL ME!
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    Table of contents:
    Func_Detail - 00:19
    Skybox Creation - 5:52
    Hint / Skip - 16:46
    Func_Occluder - 24:42
    Func_Areaportal - 25:34
    Func_Areaportalwindow - 30:41
    Fog Z-Clip - 33:32
    Prop Fade Distance - 34:23
    VVIS VDC Article: developer.valvesoftware.com/w...
    VIS Leaf VDC Article: developer.valvesoftware.com/w...
    PVS VDC Article: developer.valvesoftware.com/w...
    Visibility Optimization VDC Article: developer.valvesoftware.com/w...
    Hint Brush VDC Article: developer.valvesoftware.com/w...
    Leak VDC Article: developer.valvesoftware.com/w...
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  • เกม

ความคิดเห็น • 178

  • @mykecurry7675
    @mykecurry7675 9 ปีที่แล้ว +225

    Newbs - LISTEN UP! Even though this video is 37+ minutes, watch it! It'll teach you everything you need to know in under an hour... What took me weeks to figure out on my own, you'll get in 40 minutes.
    This is the best newb-friendly video I've ever seen. I'm a huge fan of 3kliksphillips's tutorials, but you took it to a new level. Congratulations, TopHattWaffle.

    • @zergidrom4572
      @zergidrom4572 5 ปีที่แล้ว +1

      +500

    • @darkfireproject2102
      @darkfireproject2102 5 ปีที่แล้ว

      Still trying to figure out what needs to be func_detail. Exactly what is it supposed to be blocking my view from? And everything is showing up as func_detail already.

    • @lauriluoto7922
      @lauriluoto7922 3 ปีที่แล้ว +3

      @@darkfireproject2102 func_detail is mainly used to reduce numportal files that are being made because a brush has way too many different sides and corners. For example, cylinders in hammer have loads of different corners and sides so normally they are making loads of numportal "splits" so u need to make it func_detail. When its func detail the visualisation motor just pretends that the brush dont exist, and looks straight trough it, so it doesn't cut any numportals.
      Waffle explained it greatly in this video, and there are loads of different videos explaining it aswell.

  • @katrinacummins9644
    @katrinacummins9644 2 ปีที่แล้ว +12

    Func_detail 00:19
    Skybox creation 5:52
    Hint / skip 16:46
    Func_occluder 24:42
    Func_areaportal 25:34
    Func_areapotal windows 30:41
    Fog z-clip 33:32
    Prop fade distance 34:23

  • @BigBang1112tm
    @BigBang1112tm 4 ปีที่แล้ว +59

    Can't believe you made me understand this so clearly when I was 12 years old

    • @spacesheep6547
      @spacesheep6547 3 ปีที่แล้ว +3

      So you're 19?

    • @BigBang1112tm
      @BigBang1112tm 3 ปีที่แล้ว +7

      @@spacesheep6547 yes

    • @friendofp.24
      @friendofp.24 ปีที่แล้ว +2

      That's wholesome as fuck. Wholesome mapping moment 100

    • @BigBang1112tm
      @BigBang1112tm ปีที่แล้ว +2

      @@friendofp.24 Always positive vibes when I get to see Hammer mapping tutorials again

  • @matthewsalerno1993
    @matthewsalerno1993 9 ปีที่แล้ว +26

    I use to know you tophatt, we were in xF |:. together, I was death, and have been known as mattyy25 for a few years. Tophatt you were nothing but nice, active and helpful when I was a noob map maker and I hope you keep doing what your doing.

  • @leerman22
    @leerman22 10 ปีที่แล้ว +42

    The hammer compiler holds my computer hostage and crashes itself when I try to use it. That doesn't happen with an external compiler though.

    • @RobMartens
      @RobMartens 10 ปีที่แล้ว +9

      ***** There's also a -low switch you can pass to the tools to run them in low priority, I've found it to be a tremendous improvement in system responsiveness.

  • @nausic
    @nausic 10 ปีที่แล้ว +17

    This tutorial is so very amazing! I just want to thank you for taking the time and actually making this. I've been mapping for fun since 2004 and i wish i learned optimization as one of the first things because this is so crucial to actually understand how the engine works

  • @ryannickens7848
    @ryannickens7848 5 ปีที่แล้ว +8

    Last!
    No, seriously, this guy's tutorials are awesome. You've come to the right place.

  • @XeeLog
    @XeeLog 8 ปีที่แล้ว +14

    certainly one of the best tutorial i've ever seen on hammer :p THANKS A LOT !

  • @artemselivanov2129
    @artemselivanov2129 6 ปีที่แล้ว

    I actually re watch this video from time to time, I 1st watched it when I was a complete noob in optimization and still do 1 year through. Totally worth watching

  • @david67481
    @david67481 6 ปีที่แล้ว

    Thanks! This helped me so much, my map tooked hours to finish. Then I watched your video, cancelled the progress and optimized it (2 minutes) and then it was finished in under 3 minutes.

  • @mattshu
    @mattshu 8 ปีที่แล้ว +1

    I gotta tell ya you pulled me out of my mapping slump. Between this video and Advanced Lighting, I'm back on mapping :) Thanks again

  • @batemanopr
    @batemanopr 2 ปีที่แล้ว +1

    I'm on my first try, my map ended up kinda big and I was about to start the details and almost forgot about optimizing, my stairs were messing the hell out of the numportals, now it is way better that I have discovered your tutorials

  • @Dm1tre
    @Dm1tre 9 ปีที่แล้ว

    Thank you man for all tutorial videos you've done, man, it's much easier understand how it work when you actually see it, instead reading forums.
    From Russia with love ^_^

  • @3axapka
    @3axapka 8 ปีที่แล้ว

    Where were you 10 years ago?! I love you! Thanks dude!

  • @Tergative
    @Tergative 3 ปีที่แล้ว

    dude this helps so much! i had no idea func_details would save my level as much as they do

  • @renatovaldes6059
    @renatovaldes6059 4 ปีที่แล้ว

    man you realy are the king of the sdk mapping comunity, the tutorials are amazing Thanks for you videos :D

  • @Doomologist
    @Doomologist 9 ปีที่แล้ว

    Very awesome. I have been using hammer for some time and I never knew about the splitting of vis by the teal center lines.

  • @Nyllsor
    @Nyllsor 9 ปีที่แล้ว

    Thank you so much! Going into this is depth was really useeful for me! Thanks again for helping us all visualize our worlds in higher fps! :)

  • @nofacee94
    @nofacee94 10 ปีที่แล้ว

    Thanks for the epic tutorial - 40 minutes, nice;)
    As for the last comment you made, it's possible to set a fade distance for all props globally (unless the prop has already got a fade distance set) by clicking map at the top left and then map properties... and setting the fade distances.
    Happy mapping :)

  • @MetalPonja
    @MetalPonja 8 ปีที่แล้ว

    thank you TopHATTwaffle for your tutorials :D

  • @thelegendofwolfi
    @thelegendofwolfi 5 ปีที่แล้ว +2

    Thank you for taking the time :)

  • @MichaelNguyenVita
    @MichaelNguyenVita 7 ปีที่แล้ว

    So good, and actually necessary in later stages of maps.
    Who dislikes vids like this? :(

  • @TS_Mind_Swept
    @TS_Mind_Swept 9 ปีที่แล้ว

    Very interesting, informative, and helpful. I've already shared it twice :D

  • @cockus123
    @cockus123 5 ปีที่แล้ว

    thank you so much for these videos. first part fixed my issues!

  • @Oscarous64
    @Oscarous64 2 ปีที่แล้ว

    Thank you soooo much for making this video! I can finally compile my map

  • @WallaceMoura
    @WallaceMoura 10 ปีที่แล้ว +1

    Thanks a lot man, i'm currently mapping a big one and i'm stuck at:
    883 portalclusters
    2281 numportals
    And i'm about to go to the final version! I did everything that i could in the map, but this tutorial gave me other idea about optimization. :)

  • @hamnTF2
    @hamnTF2 5 ปีที่แล้ว +6

    Func_Detail 0:19
    Skybox Creation 5:52
    Hint / Skip 16:46
    Func_Occluder 24:42
    Func_Areaportal 25:34
    Func_Areaportalwindow 30:41
    Fog Z-Clip 33:32
    Prop Fade Distance 34:23

  • @gobxxx
    @gobxxx 3 ปีที่แล้ว +3

    Here is another tip....get a plugin called "propper" it turns brushes into models, allowing you to reduce ammount of brushes that you have in your level. Quite handy if you wanna make large maps with alot of detail.

    • @TopHATTwaffle
      @TopHATTwaffle  3 ปีที่แล้ว +1

      A better, more flexible choice, is Blender with SourceOps, or 3dsmax with Wallworm.

    • @gobxxx
      @gobxxx 3 ปีที่แล้ว

      @@TopHATTwaffle
      Never heard of that one before. Is it just an export tool?

  • @Krays_
    @Krays_ 2 ปีที่แล้ว +2

    12:15 holy f**k! I just did "go to coords" and pasted coords that compiler told me, trying to figure out what the leak was, this is so helpful 10/10

  • @outpost42
    @outpost42 10 ปีที่แล้ว

    Love your tutorials man, keep it up. also, never thought of diagonal visleaf cuts, always kept them cubed and/or stuffed an areaportal at the ends of halls into larger areas, I'll definitely have to try that out tho, thanks for the tips. Also had no idea about the teal line auto-split but that brings up a question, does that skew off the 3D skybox when you move your level off the center? I tend to build my maps dead-center for skybox alignment. Oh and sometime up can you do a tut on how to make sure gmod loads the textures and models you've packed into the bsp with VIDE (or have any tips on proper gmod workshop compilation) I keep getting reports of error models and missing textures from my map testers.

  • @anssikamila6235
    @anssikamila6235 3 ปีที่แล้ว

    Thank you for 5:52!

  • @Nick-ij5nt
    @Nick-ij5nt ปีที่แล้ว

    Holy shit, I so underestimated how important it is to make stairs func details. I only have 5 staircases in my level and after I made them all func details I went from 3007 numportals to 1987. I was wondering why it was taking so long to compile, thanks.

  • @vandal92ok
    @vandal92ok 9 ปีที่แล้ว

    Very good tutorial. Thanks!

  • @DuckTheFinn
    @DuckTheFinn 10 ปีที่แล้ว +1

    Thanks for the tutorial!
    There is no playlist for v2 tutorials, so why dont you make one? I would watch all of them some week :D

  • @foggers0476
    @foggers0476 4 ปีที่แล้ว

    Great tutorial!

  • @stroyed4229
    @stroyed4229 8 ปีที่แล้ว +2

    Just a tip for everyone since he said that area portals are good for hallways, don't place one on each end. One wounds up not rendering the other and that will not render anything behind it and look like you're level just cuts off.

  • @ralphclink379
    @ralphclink379 9 ปีที่แล้ว

    Brilliant mate! Thanks! :)

  • @someoneguy9242
    @someoneguy9242 8 ปีที่แล้ว

    Thank you! Very nice tutorial

  • @m0nsoon660
    @m0nsoon660 3 ปีที่แล้ว +2

    Damn, this is such a great video. I published my first map a week ago, and now updated it by optimising it. at launch the map has 1.3K num portal. But after this video, it went down to 600! Thats 700 holy shit. (1.3K > 800 > 900 > 600). Optimising your map and fine tuning them is so satisfying.

    • @the_mycicle827
      @the_mycicle827 3 ปีที่แล้ว

      What map is it

    • @m0nsoon660
      @m0nsoon660 3 ปีที่แล้ว

      @@the_mycicle827 Juss a 1v1 map, had the box skybox method and had many numportals under the map. This video fixed it.

    • @the_mycicle827
      @the_mycicle827 3 ปีที่แล้ว

      @@m0nsoon660You said you published it, I want to play it sir

    • @m0nsoon660
      @m0nsoon660 3 ปีที่แล้ว

      @@the_mycicle827 Oh, lmfao. Here: steamcommunity.com/sharedfiles/filedetails/?id=2375873067 have fun

  • @CharIie83
    @CharIie83 10 ปีที่แล้ว

    im amazed. really informative.

  • @Nightmare10311
    @Nightmare10311 2 ปีที่แล้ว

    Question taht idk if anybody asked, do func_details cause leaks? When I disable the visability for the details, i can see that my skybox goes into the void but when the vis on the func is on the void is covered. My main question is do details protect leaks like brushes do?

  • @MrLyosea
    @MrLyosea 7 ปีที่แล้ว

    36:30 whenever my props have fade distances they just pop out and don't actually render half and half like you said?

  • @TeschkeFilms
    @TeschkeFilms 9 ปีที่แล้ว

    so helpful!

  • @marl3x
    @marl3x 9 ปีที่แล้ว +5

    Dont grenades just fly off the skybox ? Isnt that rather bad then ?

  • @herpderpmonkey
    @herpderpmonkey 10 ปีที่แล้ว

    For hint brushes, does that mean that there's a such thing as using too much func_detail? You need world geometry to make use of hint brushes right?

  • @ThDavvyd
    @ThDavvyd 10 ปีที่แล้ว

    About map placement on grid , i played a little bit. and i found that hammer always generate new protal or portal grid ( i dont know how to call it ) on brown lines on gridview.,i reduced my portflow for 36.
    i didnt have roof on half of my map and i removed my big old skybox.
    reduced portflow from 1823 to 510,

  • @joewinkler666
    @joewinkler666 9 ปีที่แล้ว

    does the hint have to be touching from one brush to another? or can it sit in the middle of 2?
    my map has alot of open space and i dont know if im doing it rite

  • @WonderlandWarGaming
    @WonderlandWarGaming 5 ปีที่แล้ว +2

    I can't believe when I was new to mapping, I only boxed my map with skybox when there was a leak. But other than that I made the maps fine when there wasn't a leak.

  • @mikeisbad2
    @mikeisbad2 9 ปีที่แล้ว +1

    Well, that part about visleafs really helped. My level had 11137 when you are supposed to have less than 4000. Time to go optimize the shit out of it.

    • @ced5552
      @ced5552 ปีที่แล้ว

      i have the same problem with a gmod map, god help me because it's an open map

  • @cdcd-bk2wv
    @cdcd-bk2wv 10 ปีที่แล้ว

    Was the level in your intro made with Hammer? Looks very good

  • @SumNutz
    @SumNutz 4 ปีที่แล้ว

    my areaportal windows are creating engine errors on compiling and running (portalnum > numareaportals), even though i sealed all possible breaches in the room, even placed down func brushes over the door gaps for the prop_door_rotating entities.

  • @zerberus108
    @zerberus108 10 ปีที่แล้ว

    hey THW! great vid as always. Could you make a tutorial about maptesting in CSGO. I just cant work out how to open the console and getting everything to work :/

  • @therealpanse
    @therealpanse 8 ปีที่แล้ว

    do animations still cycle while they're not rendered? or do they start a cycle when they pop into existence? (i know i could easily test this myself, but just asking after seeing it seems to work better for me. everytime i open hammer, i knda get sidetracked... dunno why)

  • @jilmak
    @jilmak 7 ปีที่แล้ว

    Good tutorial! My surf map is creating over 12 000 numportals but the map is pretty huge, just made many, many brushes func_details to make it even possible to compile. Was wondering if there was a trick to use on the surf ramps? Can i make surf ramps details or will it mess the map up?

    • @moomin2439
      @moomin2439 6 ปีที่แล้ว

      Daniel Kiiski Surf ramps should probably be details, as long as you aren’t using them to seal your world

  • @metasamsara
    @metasamsara 4 ปีที่แล้ว

    Could you please make an advanced hint/skip tutorial for more open maps that aren't necessarily square and without separate areas please?

  • @e-test9810
    @e-test9810 9 ปีที่แล้ว +7

    Why can't I put a hint in my C drive?

  • @mattshu
    @mattshu 8 ปีที่แล้ว +1

    At what point in your travels do you optimize your map with hints? As you go or after you have the basics of your map built?

    • @stroyed4229
      @stroyed4229 8 ปีที่แล้ว

      No. Optimization is always one of the last things you do. If you start to optimized as early as after the basics then you're going way too fast. It's ok to optimize a bit as you go along with the advanced parts when the game might get slow with all of the details but full optimization should be one of the last things. But I. My opinion the lads thing should be cube maps.

  • @benm6861
    @benm6861 10 ปีที่แล้ว +1

    First like! :D and thanks for the tutorial! :)

  • @extremeanalogmusic6296
    @extremeanalogmusic6296 2 ปีที่แล้ว

    woa. I didnt know the skybox alone was so important

  • @YonderYoshi
    @YonderYoshi 7 ปีที่แล้ว +1

    Well, if I make a map on the top/bottom left or right quadrants of the grid, the center of the grid won't be at the map causing my skybox to not be seen correctly from the map. Do I have to redo the skybox? Or is there a special case where it doesn't matter if it's at the center? Does the splitting matter *that much* ?

    • @flobb91
      @flobb91 7 ปีที่แล้ว

      your comment is 3 month old but maybe i can help you (or others).
      you could put the sky camera to a different position.
      for the shifting i can only guess. maybe try both and see how much portals you got

  • @hugh3495
    @hugh3495 9 ปีที่แล้ว

    how did you nudge using arrow keys? whenever i select an object and press arrows my cameraview pans not my model.

  • @Dafuqinator7
    @Dafuqinator7 6 ปีที่แล้ว

    Is there a way to seperate brushes from a func_detail entity?

  • @ericbruunk9120
    @ericbruunk9120 4 ปีที่แล้ว

    If it's more expensive to render props in the process of fading, why do you recommend to set fade distances to every prop in the level? Wouldn't it just be simpler and more efficient to optimise visleafs/areaportals to be the method of removing what the player can't see?

  • @dottych
    @dottych 2 ปีที่แล้ว

    27:45 thought it would say "alright so here we are in front of the elephants"

  • @jeremyniels
    @jeremyniels 3 ปีที่แล้ว

    hello mister tophatwaffe, i have a problem, my LDR leaf ambient is running very full 88% and i'm at 50% of the map, its a very detailed map. What can i do? Help would be appriciated thanks!

  • @RickTol
    @RickTol 10 ปีที่แล้ว +1

    at 8:50 he moves objects with the arrow keys so they don't go off-grid.
    How does he do that? i just move the screen itself and not the objects.

    • @RickTol
      @RickTol 10 ปีที่แล้ว

      *****
      Thanks! :P

  • @Furple
    @Furple 3 ปีที่แล้ว

    hello , i make an error, i put everything under function detail , how do i undo it?

  • @tassarna2470
    @tassarna2470 7 ปีที่แล้ว

    oi could u make a tutorial on clientsided things and how to make them

  • @rlHypr
    @rlHypr 8 ปีที่แล้ว

    How can I minimize my map file-size? Made a jailbreak map and after packing everything with VIDE it's on 148mb.. O.o

  • @admiration4442
    @admiration4442 5 ปีที่แล้ว

    can you do a tutorial on portal sides missing?

  • @lucashoffmannn
    @lucashoffmannn 7 ปีที่แล้ว +1

    Hint and Areaportals are really hard to do when your map is full of displacements

  • @Cd5ssmffan
    @Cd5ssmffan 4 ปีที่แล้ว +1

    nodraw also bounces light

  • @MaxCE
    @MaxCE 3 ปีที่แล้ว +1

    can a fence be a func detail it blocks view but i dont think its important
    EDIT: the fence is right next to sky box and you can walk behind it.

    • @paulbunyangonewild7596
      @paulbunyangonewild7596 ปีที่แล้ว

      Does it have alot of small pieces or is complexly shaped? Then it might be a good idea to make it a func detail. And if it really does block enough of the scene to function as a wall, just place an occlusion brush on there.

  • @stealthysnacks5255
    @stealthysnacks5255 7 ปีที่แล้ว

    Do you know why my indoor water textures are reflecting the skybox? I don't think any skybox textures are even in the same visleaf.

    • @avernus3078
      @avernus3078 7 ปีที่แล้ว

      you need to add cubemaps, and type buildcubemaps in the console ingame

  • @4dblock314
    @4dblock314 5 ปีที่แล้ว

    nice guide but i didn't get the skip brush

  • @Cronicium
    @Cronicium 9 ปีที่แล้ว +1

    How did you move everything using the arrow keys at 8:50? If I do it myself I only seem to be moving my camera.

    • @actioninja8654
      @actioninja8654 9 ปีที่แล้ว

      Do you have nudge enabled in the options?

    • @4hpsy
      @4hpsy 6 ปีที่แล้ว +1

      Toggle auto-selection

    • @micspamgod2324
      @micspamgod2324 5 ปีที่แล้ว

      @@4hpsy Where is Auto-Selection? I don't see it, I'm trying to "nudge" my map off the lines too. Lol please help. I'm not a noob, never had this problem though.

    • @micspamgod2324
      @micspamgod2324 5 ปีที่แล้ว +1

      @@4hpsy Nevermind, I did figure it out myself in 1 minute. It says Tools > Options > 2D views > Then check mark "Arrow keys nudge selected object/vertex" so I got it.

  • @Infarlock
    @Infarlock 10 ปีที่แล้ว

    Gosh, I still can't understand how skip & hint work and areaportal makes everything behind it invisible for me until I pass to the other side of it even though it's set on open =\

    • @herpderpmonkey
      @herpderpmonkey 10 ปีที่แล้ว

      ya it was tough for me to understand at first too.
      For hint brush: First, I'd just do the basics of hint brushes until you grasp how they work. For basics, I imagine that whenever it takes a 180-degree turn to reach from one area to another, I'll add a hint brush that will "wall" off both of them from each other.
      For area portals, make sure you completely seal off the area you are using areaportals in. Check your compile log for red text indicating areaportal leaks (in which you just have to seal them up using the generated portalfile [map > load portalfile]).
      Also, it's a good practice to align the sides of the areaportal flush with world geometry. Even though it's sealed, if one of the corners of the brush is exposed, you will get weird issues like what you have.
      Also, you can't create an area portal through water (you have to make two seperate areaportals that meet at the water surface).

  • @Andrew90046zero
    @Andrew90046zero 9 ปีที่แล้ว +1

    I have rooms that are not accessible by the rest of the map unless noclip is used. How can I make it so that no visleafs are created in the rooms

    • @therealsourc3
      @therealsourc3 9 ปีที่แล้ว

      either use nodraw brush or skybox brush... then it is ignored by the compiler

  • @momlookicanfly2685
    @momlookicanfly2685 7 ปีที่แล้ว

    thx

  • @KiriakosBlackWolf
    @KiriakosBlackWolf 28 วันที่ผ่านมา

    When i was using bots in my maps, they were all stuck and jumping on the walls. Does it have to do with the optimization?

  • @KalkuehlGaming
    @KalkuehlGaming 9 ปีที่แล้ว

    Is this also optimizing the rendering of Hammer? Because my map needs more then a day.. and i want to reduse the time.. i did not optimize in any way until now

    • @lereff1382
      @lereff1382 9 ปีที่แล้ว

      Yes of course, optimisation severely cuts compile times.

  • @william9504
    @william9504 7 ปีที่แล้ว

    Is making spikes a func movelinear a bad idea? I'm asking because I'm trying to make a spiked ceiling that will fall on the player and I'm getting engine errors when I try to compile the map. Is there any way I can make it happen without the engine errors?
    Are there any ways to make func details move? or func movelinears cheaper?

    • @TopHATTwaffle
      @TopHATTwaffle  7 ปีที่แล้ว

      Nope, should be fine.

    • @william9504
      @william9504 7 ปีที่แล้ว

      Hmm. It just that after about 6 rows of spikes I get an engine error
      "1622/spikes - func_movelinear util_setmodel not precached: *1000"
      I don't know whats going on here.

  • @Nightmare10311
    @Nightmare10311 2 ปีที่แล้ว

    i know he wont answer but for whatever reason, whenever i load a portal file, nothing happens. Nothing shows up.

    • @Tmob
      @Tmob 2 ปีที่แล้ว

      You need to have compiled your map at least once for a portal file to be generated

  • @larks.
    @larks. 3 ปีที่แล้ว

    when i compile my map after fixing the skybox it tells me there isnt a portal file. Please help. edit: nvm

  • @G.A.N.
    @G.A.N. 8 ปีที่แล้ว

    13:24 on my map i don't have any .prt file, how can i make one? or force program to create one or write in game to make me one?

    • @Fhilip79
      @Fhilip79 8 ปีที่แล้ว

      Portal file is created after compiling map. If you still don't have it, your map may be leaking.

  • @pizzfank6038
    @pizzfank6038 8 ปีที่แล้ว

    8:55 i got feels

  • @demogaming8895
    @demogaming8895 3 ปีที่แล้ว +1

    Ok you should't box your level, but what about TF2? You can rocket jump and stuff, so if the skybox isn't hight enough, you'll bump into it, right?

    • @the_mycicle827
      @the_mycicle827 3 ปีที่แล้ว

      You will bump into it, all you need to do is increase the height of the skybox

  • @Asno2nd
    @Asno2nd 10 ปีที่แล้ว

    why that "z clip" does not clip as plane?

  • @xenderfacex4122
    @xenderfacex4122 7 ปีที่แล้ว

    do i need to func_detail windows?

  • @theosgift654
    @theosgift654 3 หลายเดือนก่อน

    func Detail is just something that is exist but hollow? , players can go through it?

  • @blackblob500
    @blackblob500 10 ปีที่แล้ว

    TopHATTwaffle Hoogland, Valve uses the make literal skybox around level except indoors areas, when they should do what your dooing

    • @dinisssousa
      @dinisssousa 5 ปีที่แล้ว

      (I know that I'm answering to a 5year old comment) (What I'm saying only applies to counter-strike) Valve and many others make the skyboxes huge around the maps so the skybox won't interfere with grenades.

  • @Nightmare10311
    @Nightmare10311 ปีที่แล้ว +1

    If func details cause the load times and performance to improve, what's stopping me from making the entire map a func detail?
    It doesn't change visually... lighting is the same...

    • @doxypony
      @doxypony 3 หลายเดือนก่อน

      Havent tried it out, but im guessing youd just be back at your original problem, that is your entire map will be rendered.

    • @penggrin
      @penggrin 3 หลายเดือนก่อน

      func_detail's dont cut vis leaf's, your gonna get leaks

  • @SirShrimpey
    @SirShrimpey 10 ปีที่แล้ว

    What about nodrawing outside textures of skybox? Is it required? Does it change anything?

    • @nofacee94
      @nofacee94 10 ปีที่แล้ว +2

      No its not required. Any texture outside the map interfacing with the void is automatically made nodraw by the compiler.

    • @herpderpmonkey
      @herpderpmonkey 10 ปีที่แล้ว

      Noface wahhh? srsly? never knew that :|

  • @Pacca64
    @Pacca64 7 ปีที่แล้ว +1

    Barrels. Barrels everywhere...

  • @RobMartens
    @RobMartens 10 ปีที่แล้ว

    I don't think there's anything special about the teal grid lines, except as markers of each plane's center. The extra chops are just the mandatory ones you get every 1024 units, and the improvement you saw by shifting the whole map seems like only an accident of the distance you moved. I don't have CS:GO, and the VMF won't open in Ep2 Hammer, but if you try it again, selecting the whole map and moving it a multiple of 1024 units on any or all axes (with Ctrl+M, to make it easier), I believe you'll find there's no difference in face splits, even if you're entirely in one of the major quadrants of the grid.
    It might also be noted that the only benefits to nodraw come in out of reach but still potentially visible areas (tops of buildings you can't access, that sort of thing), and world geometry/detail geometry interfaces. Faces touching the void, and interior faces that are world/world or detail/detail (with the exception of alpha tested textures, like many of the metaltruss series), are automatically given nodraw by the compiler (Goldsource and earlier BSP compilers would remove them entirely, now they're kept but made invisible). I think people tend to get the impression they need to be intensely stressed out making sure every single invisible surface has nodraw on it, when a sizable majority of them are handled automatically. Building everything out of nodraw brushes to start with does implicitly take care of faces that will benefit, yes, but it can make texturing a bit more annoying and typically makes the map a garish, literal eyesore to work with in the 3D views.
    If you still prefer to work with mostly-nodraw brushes, however, my final point is that you may wish to point out to people that there's a button all the way at the right end of the toolbar, just next to the leaf, that lets you disable the display of the nodraw texture itself, allowing you to see through them mostly the way you would in game. In fact, despite my previous note, I've begun to prefer lots of nodraw myself since learning of that option. It's nice to see through walls when I'm trying to work on complicated areas.
    Great video otherwise! I like tutorial authors who get to the point and treat me like I'm capable of understanding something.

    • @TrustedScience
      @TrustedScience 9 ปีที่แล้ว

      The .vmf should load up, all .vmf's work on all versions of hammer

    • @RobMartens
      @RobMartens 9 ปีที่แล้ว

      A Trusted Friend In Science™ You're right, I was too quick to blame it on the Hammer version.
      I just downloaded Tutorial_21.vmf again from the Dropbox link, and it turns out the file I got somehow has a bunch of ASCII escape characters in it where there should be commas. In a text editor that can show special characters, like Notepad++, look down toward the bottom, for example the logic_auto with id 14505. Doing a quick search and replace to swap those out for commas let the file load just fine, errors from unmounted content notwithstanding.
      Thanks for calling my attention back to this, I'm glad to have figured out what the problem was!

  • @jamiewright2556
    @jamiewright2556 5 ปีที่แล้ว

    Alloc bloc full error how can I avoid this half-life 1

  • @JKH-BDK
    @JKH-BDK 10 ปีที่แล้ว

    Why don't I just copy all brushes and then turn them into Func_Occluders, or will that still be as expensive as leaving the map without it?

    • @ProPuke
      @ProPuke 10 ปีที่แล้ว

      func_occluder's only hide entity models not normal brushes, so with good vis this they shouldn't be necessary. Also - yes, they are more expensive than normal visleafs. Occluders and portal visibility has to be calculated live as you move around, so will stack up and slow you down if used too much. Portal leafs are statically calculated during the vis stage, so during play are very fast/cheap.

    • @nofacee94
      @nofacee94 10 ปีที่แล้ว

      Occluders are the most expensive optimisation technique, so use them sparingly and when they block a lot of models. If you made all your brushes occluders, it would be very inefficient because of the caluclations at runtime instead of them at compile time with leaves. Areaportals are also expensive but less than occluders. Using hint/skip and controlling visleaves is very cheap, most of the caluclations are done at compile time, only if theres loads of leaves such as with non func_detailed complex brushes will there be any problem.

  • @89elmonster
    @89elmonster 9 ปีที่แล้ว +2

    I cant find my prt file how do i get it

    • @MrKleiner
      @MrKleiner 6 ปีที่แล้ว

      It seems, that you have a leak. Just create a nodraw box around whole map. Compile again, and thats it !

  • @saaikanaal
    @saaikanaal 9 ปีที่แล้ว

    i have a gigantic problem, and hammer is really pissing me of... always when im making a map it looks good, but hammer decides to come up with the most weirdest errors, im making a map and suddenly ALL my props dissapeared?? and there's no way to get them back, ive to place them alll over again, and it's really pissing me off, can someone help meee please :(

    • @therealsourc3
      @therealsourc3 9 ปีที่แล้ว

      if you place a prop inside a brush or if it is touching the black void i have discovered that Hammer deletes them upon compile or loading vmf.. dunno why, though..

    • @MrShiftyhead
      @MrShiftyhead 8 ปีที่แล้ว

      +Gordon Freeman Hammer does it because the prop is outside the brush area aka OUTSIDE of your level in order to prevent leaks.
      You must make sure that props don't go outside the level

  • @LUNARIAproject
    @LUNARIAproject 7 ปีที่แล้ว

    Is there a way to walk the map without the characters of the game? Just like flying with the camera so to say?

    • @flobb91
      @flobb91 7 ปีที่แล้ว

      put this in the console:
      sv_cheats 1
      r_drawviewmodel 0
      noclip
      now you dont see your weapon and can fly

    • @LUNARIAproject
      @LUNARIAproject 7 ปีที่แล้ว

      Thanks a lot! I found it on another website later on, but perhaps other people will be helped by this comment too. :)