#In order to upload/update my map to the workshop, should i fully compile it?

1 messages · Page 1 of 1 (latest)

humble crater
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I dont know if compiling it "Fast" will ruin the map, or its ability to be uploaded to the workshop, will the lighting be terrible? Is it just a setting in the editor, and not actual changes to the map that will be applied to it, right? I would love some clarification about 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.

wary cypress
humble crater
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i only use brushes

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i mean it is a VERY big map

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huge space and air space

humble crater
wary cypress
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that would be your problem

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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

wary cypress
# humble crater what exactly do func_details do?

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?

humble crater
humble crater
wary cypress
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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

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so anything that doesn't block line of sight to important areas should be made func_detail with ctrl T

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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

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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)

humble crater
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hold on, i think i know exactly what u are talking about.

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so basically, i have this huge underground area.

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takes up alot of time to compile

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it has nothing important, it just a REALLY big room with some tall walls that shape into a mze

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maze*

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i think i should make those walls a func_detail, because there is nothing important there, such as look triggers, secrets, etc.

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but one question, do i need to block everything off in a brush? Or can i leave the func_detail going into the void.

wary cypress
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Yes!

wary cypress
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It doesn’t need to be in bounds, but it also doesn’t seal the map

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So if you made the floor detail it would leak

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I recommend disabling the detail vis group when looking for leaks

humble crater
humble crater
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oh nvm

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i get it

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the groups on the right side of hammer

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alright @wary cypress u helped me alot!

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thank you so much

wary cypress
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No problem!

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If you want to learn more about optimization let me know, I’ve got some great materials on hand with good pictures for clarification

humble crater
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i just realised that my maze was already equiped with func_details, unless its a thing that automatically applies upon hitting ctrl+t

wary cypress
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It’s the default for ctrl T

humble crater
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i see.

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yeah i can see it kinda speed up in the compiler

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its not that much but visibly noticeable

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which im glad for

wary cypress
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En mass it makes a huge difference

humble crater
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en mass?

wary cypress
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On mass

humble crater
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yuh uh

wary cypress
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You should have a lot of the stuff

humble crater
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also, should i make a building's walls also a func_detail?

wary cypress
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It depends but usually no

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They block line of sight

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Can you send me an overhead picture of your map? I’d like to best give advice

humble crater
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i mean by my understanding.

wary cypress
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Because it’s super situational

humble crater
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blocks off a big flat area

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also yes a big top down view coming in

wary cypress
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Ah I see

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Do you plan on just experimenting or do you want this to be a full on propper map by the time you’re done

humble crater
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you know i just dont find the things that i need in maps nowadays

humble crater
wary cypress
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For now throw some big func_visclusters with the trigger texture

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It’ll hurt fps but increase compile time

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Good for testing and final version only if you know what you’re doing

humble crater
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so im basically manually putting down those clusters?

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i mean why not

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oh my god its so much faster, im gonna check how it looks in game

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i found my first problem

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dark doors

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i think that might be because i switched to a lighting style

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i dont think thats good.

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yeah i did something wrong

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all shadows turned blue, and most props have turned dark

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i think i have done this

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somehow

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i have a clue hold on

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wait no its inside the trigger

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i think that might be the light

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let me replace it with a normal, non tempered one.

wary cypress
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A viscluster does not affect lighting

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just rendering. You'll notice your entire map is always rendered which, again is terrible for performance, but for your purposes is fine

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make sure you disabled fast lighting

humble crater
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this is weird

humble crater
worldly bolt
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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

wary cypress
humble crater
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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.

wary cypress
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you don't need to but I reccomend it

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it doesn't affect compile time a ton in my experience

humble crater
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ok good news

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the blue shadows are gone

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now i have the problem of dark doors.

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its in one building specifically

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i also have some dark props in that one building aswell

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i think i should place down some outdoor lights?

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oh also one of my computer props are also dark but i have a creative fix

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ill parent a light spot to it or something

worldly bolt
humble crater
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we are now trying to fix the problem where the map takes 20 years to compile on normal settings

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which i think its bassicaly solved with some side problems

worldly bolt
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i see

humble crater
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oh wait i cant parent lights

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sad

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oh wait there is one

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nevermind it doesn't actually light anything up

wary cypress
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are you trying for a moving light or an on off light @humble crater

humble crater
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i move prop, light goes with prop

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but i didn;t find a way so i just put another light where the unlit area was

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attempt number 2

wary cypress
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I don't think that's possible in source. A sprite is your best bet

humble crater
wary cypress
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closest you get is a light dynamic that dynamically casts shadows as things move

humble crater
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meh

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i already fixed it

wary cypress
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but as far as I know it can't be moved? dont quote me on that

humble crater
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i tried i didn;t find anything that worked

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so

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yeah

wary cypress
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lighting is pre-calculated on compile

humble crater
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true

wary cypress
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honestly I have no idea what black magic Garry used to make the light tool in game

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I should look into that

humble crater
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weird

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still unlit

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this is the old one

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wait

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the light is not bright enough

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i see

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attempt number 3

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i call it a good enough

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the other one is normal for some reason.

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hopefully no one notices

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i mean i have one more FINAL issue

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normal glass breaking: slim

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office glass breaking: fat and stretched out

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and has a noticeable repeating texture to it

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other than that i will start to gladly generate a nav for my map

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alr nav is generated

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example npc is walking around

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oh god damn it

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the bunker has no nav mesh

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it is a tiny space however so i dont mind

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alr im done

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ill be uploading now

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thank you so much @wary cypress

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u were REALLY helpfull

wary cypress
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No problem!

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happy to help

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if you need further assistance you can always reach out to me or any helper in the hammer discord