Turn those brushes responsible for cutting those leafs to func_detail, This one will help u spotting very large or very smal visleafs, if there are alot very smal, Mat_leafvis 1 (displays the visleaf ur actualy standing in, indicated by red lines) To check where the engine has cutted visleafs, and what is rendered ingame.Įnter those commands to the console with sv_cheats 1 (more expensive on engine render costs, and somehow harder to control) Mostly used is hint/skip (cheap), followed by areaportals n occluders
Means alot testing n changing can be needed to get there) (good optimisation can be a long n hard road, and comes with try n error on every map
Source engine sdk flowmaps water how to#
It realy sounds like the engine is in trouble with ur world geometryĪnd u may have to take a good read on how to optimize it. but yer my latest one's take forever on portal flow. plus i haven't used the old source sdk for awhile, but have been maping a fair bit in CS:GO 's sdk and publishing them. I do know the pain of portal flowe's very well, and iv'e had to leave my maps compiling over whole days, but just remeber that time doesn't matter, because if you want a great map it's going to take along time. Also never ever use the carve tool it create's lots of problem's. it's also best not to rotate the brush or add any thing other then the block brush. also whatch how many brush blocks your making, and make sure there's no funny brush line's going out side of the grid. also when your trying to build a good map make sure your using nodraw texture's in the right places ( which are places that the player couldn't see or wouldn't care to see ). Such as in the compile you might want to check Run rad setting's, and by ticking the fast setting it might help to increase the speed of the portal flow. It depends what youv'e added or weather or not you accidentally changed some thing in the compile setting's.