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switching between detailed and structural brushes

Posted: Sat Mar 06, 2004 11:06 am
by K.I.A.
To reduce the compile times to test the map i am making, i made nearly every brush detailed, reducing my vis compile time to practically nothing. I thought this was a great idea until I tried switching some of the brushes back to structural to bring up my fps. Now when I compile, textures seem to randomly not show up in my map. I can fix this by changing the brushes with the missing textures back to detailed, but the next compile, some other textures will go MIA. Is there a proper way to fix this or will I have to keep the whole map detailed brushes if I want my textures to show up?

Posted: Sat Mar 06, 2004 11:42 am
by Jack Ruby
Well I cant think how you can get those textures back, maybe someone else has an answer to that, however, to speed up your complie just make a small hole in your skybox, a leak, it will skip the vis stage saving you mucho time on the compile, also use the fast lighting setting on mbuilder, this will also take 50% or more less time to compile. Use this process when your testing your maps, it will be much quicker. Hope that helps a little :)

Posted: Sat Mar 06, 2004 12:11 pm
by ziptie2k2
to speed up your complie just make a small hole in your skybox, a leak, it will skip the vis stage saving you mucho time on the compile, also use the fast lighting setting on mbuilder, this will also take 50% or more less time to compile. Use this process when your testing your maps, it will be much quicker.
Exactly, you should only consider detail brushes saving compile time in your final compile. These quick compile techniques work awesome for testing, although the detail as far as shadows and some others aren't going to be as good.

I dont know of a way to get the textures back either :(

Posted: Sat Mar 06, 2004 12:40 pm
by crunch
I've got a little tip here. about the missing textures when making structural again, re-snap those brushes to the grid, or move them, and then move them back.

But the tip is this. To save compile time, forget about making everything detail that you really don't want detail.
Forget about making holes in your skybox.
You can do 2 things that will speed up the compile for testing, and these are reliable.

1.) Set your pauses in MBuilder. Doing this will allow you to test the map after the initial bsp is written. It will be overbright since the lighting is not done, and also the vis is not done. But you can check brush and entity placement this way.
This is a better way to "skip" vis than making a hole in the skybox.

2.) For testing, change your vis options in MBuilder to "-fast"
Now your vis will be calculated quickly, usually under a minute, and you can go on to also compile light in your map to test lighting as well.

Both of these methods are much better than making a hole in your skybox (which is equivalent to simply not doing vis), and certainly better than making everything detail when you don't want it to be detail.