optimizing pk3 file size: use of lightgrid brush/ caulk etc.


(SCDS_reyalP) #21

Yes. Assuming I can do it in a reasonable way (which isn’t certain yet), the result would be very similar to converting parts of your brush/patchwork to misc_models, but without requiring all the extra steps. This should make working on the map much more straightforward.

The main situation this will help you is when you are using brushes (or patches) purely to place textured triangles, not define collision detection, or set special properties on the surface. This is fairly common in ‘caulk hull’ style mapping (you might have one caulk wall with a dozen different textured brushes overlapped on it), but typically not to the extreme of my example (in which one ASE replaced over 16000 brushes, giving me the 10%-20% performance increase)