First I fixed an issue I probably introduced myself in the past, this surface was mistakenly caulked:
This is probably because I previously wanted to caulk that:
Basically there was many surfaces with most of the part being outside of the map, like that:
Or that:
The problem is that the lightmapper processes the whole surface, slowing down the light computation, wasting lightmap filespace, and in the end the surface is likely to be rendered… So the solution is to split them like this:
Note that this kind of obviously outside texture is usually dropped by the map compiler, but while I was at it, I caulked it:
I also moved a bit a hint brush that was misplaced and produced many small cells (don't worry the big green split on first screenshot which is related to non-subtle hint brush), the result is still not perfect (due to the vent geometry) but at least this first step is done (ultimate optimization would be to make the whole vent pipe detail and make a surrounding square tunnel):
First I fixed an issue I probably introduced myself in the past, this surface was mistakenly caulked:
This is probably because I previously wanted to caulk that:
Basically there was many surfaces with most of the part being outside of the map, like that:
Or that:
The problem is that the lightmapper processes the whole surface, slowing down the light computation, wasting lightmap filespace, and in the end the surface is likely to be rendered… So the solution is to split them like this:
Or like this:
I also used
subtlehint
instead ofhint
brushes (see https://github.com/UnvanquishedAssets/tex-common_src.dpkdir/pull/1), sometime I had to resize them accordingly:Also I fixed this detail not being detail:
Note that this kind of obviously outside texture is usually dropped by the map compiler, but while I was at it, I caulked it:
I also moved a bit a hint brush that was misplaced and produced many small cells (don't worry the big green split on first screenshot which is related to non-subtle hint brush), the result is still not perfect (due to the vent geometry) but at least this first step is done (ultimate optimization would be to make the whole vent pipe detail and make a surrounding square tunnel):