Hey man, that's an enormous help for me.  Thank you.

It looks like func_lod is worth trying out.

Question about "waterindices": Does it say anything about there being a limit 
or breaking point for them?  I'm only halfway to the brush limit but the 
"waterindices" is up to 85%, do you think the engine will break if I ended up 
going much higher?  The map itself has great frame rates.

The other wierd thing is that I normally get those "glimmering edges and 
cracks" in my brushes no matter what I do.  They usually appear in dark areas 
and at distances greater than 500 units.  I have learned to deal with it and 
map in such a way that gives very few long-distance views in darkness - ei dark 
tunnels.

Thanks again

----- Original Message -----
From: "Kenneth B. Swisher" <capt...@qis.net>
Date: Thursday, June 17, 2010 10:44 am
Subject: Re: [hlmappers] Optimization Questions
To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>

> Hey Ben,
> 
> Here's what VDC has (seein' as how you can't access it).
> 
> 
>   func_lod
> 
> 
>        From Valve Developer Community
> 
> Jump to: navigation 
> <http://developer.valvesoftware.com/wiki/Func_lod#column-
> one>, search 
> <http://developer.valvesoftware.com/wiki/Func_lod#searchInput>
> 
> This is a brush entity 
> <http://developer.valvesoftware.com/wiki/Brush_entity> 
> available in all 
> Source games.
> 
> 
>     Entity Description
> 
> Brush-built 
> <http://developer.valvesoftware.com/wiki/Entity#Brush_entities> model 
> that fades out over a specified distance. Useful for creating 
> world 
> detail that doesn't need to be drawn far away, for performance 
> reasons.
> * Note:*The fading is not always consistent; brushes may 
> suddenly "pop" 
> into view depending on where the player is looking. This happens 
> because 
> of a hardware issues with rendering translucent materials. Low-
> end cards 
> will fade nearer than the distance specified, and smaller 
> objects fade 
> nearer than a larger object with the same fade distance.
> * Note:*The overhead required by this entity is substantial. Use 
> it only 
> for special effects or when fading very dense geometry, and one 
> could 
> then argue, shouldn't that better be a model 
> <http://developer.valvesoftware.com/wiki/Model>?
> 
> As for waterindices, here's as much as I could gather:
> "t-junctions are edges with more than two collinear verts. This 
> happens 
> when dissimilar geometry meets sharing an edge, vbsp 
> automatically adds 
> all verts along the edge to each polygon sharing the edge to 
> avoid 
> cracks. vbsp has a -notjunc option that will skip this process, 
> but that 
> will leave you with cracks in your level. You probably want the 
> t-junctions fixed. Cracks usually look like sparkling edges 
> (bright 
> pixels in the skybox showing through).
> 
> There are several references on t-junctions online as it's a 
> general 
> problem when processing geometry for any rendering engine. It's 
> not 
> unique to anything specifically in Source."
> 
> Basically, it looks like it has to do with when you have two 
> brush edges 
> with vertices along them that don't line up, so vbsp does some 
> work to 
> prevent unsightly cracks from showing along the edges.  
> I'unno, that's 
> my best guess.
> 
> And, thanks for your service (Army).
> 
> 
> 
> Benjamin J Dunbar wrote:
> > Hi,
> >
> > I am asking my questions here on the mailing list because I do 
> not have access to the VDC at this time...it's considered by the 
> US Army to be a "gaming" site, so they have blocked it on our 
> machines.>
> > What exactly is func_lod, and do you think I should use it 
> instead of func_detail?  I have a high amount of 
> func_detail in my map and after looking at Valve's maps I 
> noticed some func_lod where I would have assumed to use 
> func_detail.  Can someone clear up it's purpose and usage 
> for me?
> >
> > Also...same map as above...when I compile, I get 85% 
> "waterindices", which the compiler calls "VERY FULL".  But 
> I have no water in my map at all.  Can someone tell me 
> what's up with that?  What are "waterindices"?
> >
> > Thanks very much guys.
> > _______________________________________________
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> >    
> 
> 
> 
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> 
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