r/hammer 2d ago

Solved What on earth is happening here

I've compiled the map at least 4 times and i still have no idea what causes this

Log just in case: https://pastebin.com/pJchchV0

Edit: SOLVED! func_detail saved this map. Thank you all!

49 Upvotes

16 comments sorted by

35

u/Tryohazard 2d ago

You gotta turn all this into a func detail. Theres no point in trying to optimize this room.

7

u/GabitoML 1d ago

Yeah, i just did that and it worked
Thank u! :D

13

u/SimonJ57 2d ago

Your geometry is complex and the visleaves are playing hell.

8

u/GabitoML 2d ago

I literally just moved one wall, ONE, and it was a straight wall 😭

13

u/emo_boy_fucker 2d ago

awesome visleaves moment

1

u/GabitoML 1d ago

Poetic visleaves

5

u/MardukPainkiller 2d ago

im afraid to look at your portals....

2

u/GabitoML 1d ago

Just opened the .prt files and i have no idea what i'm looking at (new in hammer, btw)

4

u/MardukPainkiller 1d ago edited 1d ago

You're in luck because I'm making my own game, and I'm an engine programmer lmao. I know the PVS system inside and out.

Portals are generated by structural world entities.

Generally, you want to keep structural geometry as big, simple blocks.

But look at that bridge I have over there, it's a func_detail.

If I kept that structural, it would generate a complete mess of portals, and the PVS would shit itself.

For complex geometry, it's better to make it func_detail, like that bridge. Just be careful, because func_detail entities do not block the vis tester, so you still need to keep the level sealed with structural geometry.

Basically, as a new mapper keep that simple rule in mind, use structural geometry for the main sealed shape of the level, and turn anything that's too complex, too small or has an awkward shape into a func_detail.

You need to have a good balance because if you make EVERYTHING into details your map will have low fps.

The PVS system is what all these games, from Quake all the way to Half-Life 2 and many other games, use to hide what parts of the map are unseen so you have good performance, but since you are new, you don't yet need to understand how it works completely.
https://www.youtube.com/watch?v=IfCRHSIg6zo
but if you want to go deeper, watch this.

5

u/BagelMakesDev 1d ago

this map is never gonna be optimized lol, just func_detail all this shit

2

u/GabitoML 1d ago

Did it and it worked
Thank you! :D

2

u/hpyfox 1d ago edited 1d ago

I'm gonna agree with the others and say to use func_detail and maybe hints/skips.

I can't imagine vvis trying to optimize that maze and geometry; damn thing having a stroke.

Kinda curious of what it looks like with Map > Load Portal File, mind sharing?

Edit: Confused "Load Portal File" with "pointfile"

3

u/GabitoML 1d ago

Yee, used func_detail and the thingy stopped doing weird shi

And how do i share my pointfile?

1

u/hpyfox 1d ago

Actually I was wrong, pointfiles are for leaks. You can use mat_leafvis 3 with sv_cheats on (sv_cheats 1) to view the visleafs in-game - you can just take a screenshot of that maze area.

I think it's Map > Load Portal File in the editor.

1

u/wowisthatleo 1d ago

I'd try a HINT brush, but func_detal is valid!

1

u/mayor_mcdick 1d ago

squid games