#In order to upload/update my map to the workshop, should i fully compile it?
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the "Normal" settings take WAAYY too long, but i fear that running them on "Fast" will make the map look terrible.
It's not reccomended. It can break some things and ruin your lighting. If it runs too slowly on normal it is likely due to a lack of optimization. do you use func_detail in your map?
pretty sure i dont
i only use brushes
i mean it is a VERY big map
huge space and air space
what exactly do func_details do?
that would be your problem
Here's the really short version of what you need to know, and I preface this by stating that if you are making a big map you HAVE to know how optimization works more than what I'm about to tell you
Hammer chunks the world into these little tiny areas called leaves. Those leaves are then placed into clusters. When the game calculates what you can and can't see, so the entire map isn't always visible, it does not do this in real time. That's why it takes so long to compile. Each cluster is calculating what other clusters it can see. So let's say you're standing in cluster #7. Well Cluster #7 knows that it can see clusters #8, 9, 10, and 13. So, if you stand anywhere in cluster #7, those other clusters are visible. Following so far?
basically just chunks, that makes sure that from the first chunk u can see the other, and so on?
yeah i get it, my map IS really open, so im sure there is alot of clusters.
Exactly, sorry for the delay. So the base geometry blocks line of sight for these chunks. It also creates "slices" that make new leaves as the game tries to guess where walls start and end. In short, more world geometry, more leaves. More leaves, more compile math
what func_detail does, is that it does NOT block line of sight. As far as the game is concerned, you can see right through it. This means too that it does not create these slices. It's also just good for FPS
so anything that doesn't block line of sight to important areas should be made func_detail with ctrl T
I opted to give you the real explanation instead of a half assed "anything that looks complicated should be detail" because it is super helpful in understanding what should and should not be detail
you can view these leaves in game with mat_leafvis 3, or in hammer by going to map -> load portal file (only works after a compile)
hold on, i think i know exactly what u are talking about.
so basically, i have this huge underground area.
takes up alot of time to compile
it has nothing important, it just a REALLY big room with some tall walls that shape into a mze
maze*
i think i should make those walls a func_detail, because there is nothing important there, such as look triggers, secrets, etc.
but one question, do i need to block everything off in a brush? Or can i leave the func_detail going into the void.
Yes!
That’s fine
It doesn’t need to be in bounds, but it also doesn’t seal the map
So if you made the floor detail it would leak
I recommend disabling the detail vis group when looking for leaks
ok thats my qeustion.
the what now?
oh nvm
i get it
the groups on the right side of hammer
alright @wary cypress u helped me alot!
thank you so much

No problem!
If you want to learn more about optimization let me know, I’ve got some great materials on hand with good pictures for clarification
i just realised that my maze was already equiped with func_details, unless its a thing that automatically applies upon hitting ctrl+t
It’s the default for ctrl T
i see.
yeah i can see it kinda speed up in the compiler
its not that much but visibly noticeable
which im glad for
En mass it makes a huge difference
en mass?
On mass
yuh uh
You should have a lot of the stuff
also, should i make a building's walls also a func_detail?
It depends but usually no
They block line of sight
Can you send me an overhead picture of your map? I’d like to best give advice
i mean by my understanding.
Because it’s super situational
Ah I see
Do you plan on just experimenting or do you want this to be a full on propper map by the time you’re done
i want this to be a map for me and my friends
you know i just dont find the things that i need in maps nowadays
i would also say im technically experimenting because im learning how to build better.
For now throw some big func_visclusters with the trigger texture
It’ll hurt fps but increase compile time
Good for testing and final version only if you know what you’re doing
so im basically manually putting down those clusters?
i mean why not
oh my god its so much faster, im gonna check how it looks in game
i found my first problem
dark doors
i think that might be because i switched to a lighting style
i dont think thats good.
yeah i did something wrong
all shadows turned blue, and most props have turned dark
i think i have done this
somehow
i have a clue hold on
wait no its inside the trigger
i think that might be the light
let me replace it with a normal, non tempered one.
A viscluster does not affect lighting
just rendering. You'll notice your entire map is always rendered which, again is terrible for performance, but for your purposes is fine
make sure you disabled fast lighting
i changed some minor things about the map and its back to normal
this is weird
its set on normal
while you're testing the map yourself, you can compile it with whatever settings you want, and when you're ready to upload it to the Workshop, you should compile it fully
yes but if he's seeing lighting issues it's good to check if that is the problem or not
i have used "fast" while just testing the map, i just didn't know if u needed to fully compile the map in order to upload it.
you don't need to but I reccomend it
it doesn't affect compile time a ton in my experience
ok good news
the blue shadows are gone
now i have the problem of dark doors.
its in one building specifically
i also have some dark props in that one building aswell
i think i should place down some outdoor lights?
oh also one of my computer props are also dark but i have a creative fix
ill parent a light spot to it or something
so? wasn't the question in the post about whether it was necessary to compile the entire map before posting it to the workshop? if so then answer is obviously yes
yes, @wary cypress has told me that its better to fullly compile the map.
we are now trying to fix the problem where the map takes 20 years to compile on normal settings
which i think its bassicaly solved with some side problems
i see
oh wait i cant parent lights
sad
oh wait there is one
nevermind it doesn't actually light anything up
are you trying for a moving light or an on off light @humble crater
moving light
i move prop, light goes with prop
but i didn;t find a way so i just put another light where the unlit area was
attempt number 2
I don't think that's possible in source. A sprite is your best bet
i tried a sprite and it looked terrible and didn't light anything up
closest you get is a light dynamic that dynamically casts shadows as things move
but as far as I know it can't be moved? dont quote me on that
lighting is pre-calculated on compile
true
honestly I have no idea what black magic Garry used to make the light tool in game
I should look into that
weird
still unlit
this is the old one
wait
the light is not bright enough
i see
attempt number 3
meh
i call it a good enough
the other one is normal for some reason.
hopefully no one notices
i mean i have one more FINAL issue
normal glass breaking: slim
office glass breaking: fat and stretched out
and has a noticeable repeating texture to it
other than that i will start to gladly generate a nav for my map
alr nav is generated
example npc is walking around
oh god damn it
the bunker has no nav mesh
it is a tiny space however so i dont mind
alr im done
ill be uploading now
thank you so much @wary cypress
u were REALLY helpfull