Source SDK Tutorial - Optimizing

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  • čas přidán 13. 09. 2024
  • func_areaportal and hint / skip textures explained in this tutorial. Probably the most difficult tutorial for me to make to date, I've been at it for over 7 hours today.
    Download the vmf here: www.mediafire.c...
    Check out my channels:
    ● 3kliksphilip: / 3kliksphilip
    ● 2kliksphilip: / 2kliksphilip
    ● kliksphilip: / kliksphilip
    Other information you might like:
    ● Website: 3kliksphilip.com
    ● Twitter: / 3kliksphilip
    ● PC Specs: Intel 6300 @ 2.6 Ghz, 8 GB RAM, Radeon 4850 512 MB.

Komentáře • 426

  • @Bladeclone
    @Bladeclone Před 9 lety +359

    0:37
    The desktop of a madman.

    • @MrAuro
      @MrAuro Před 8 lety +4

      +Bladeclone -- I had to make a Maps file so that wont happen, the lin, bsp, vmf, and more..

    • @Tani_D
      @Tani_D Před 7 lety

      Bladeclon

    • @Architector_4
      @Architector_4 Před 6 lety +3

      I took a screenshot of it:
      gyazo.com/8ed8ef2041366abccd47a1cbd305648a
      Big part of it are sound files and .sfk files(which, as far as I know, are Sony Vegas files).

    • @donsknots6510
      @donsknots6510 Před 6 lety

      looks like my mothers desktop

    • @milkywayish9315
      @milkywayish9315 Před 5 lety +4

      @@Architector_4 "Jizz in my pants"

  • @MrGermandeutsch
    @MrGermandeutsch Před 5 lety +77

    Even after so many years, I always come back to this.

  • @Headcrabman9999
    @Headcrabman9999 Před 10 lety +97

    Probably the most helpful tutorial for optimization I've seen. Now I ACTUALLY understand how to use hints and areaportals instead of spamming them dumbly.

  • @CoolDudeClem
    @CoolDudeClem Před 10 lety +124

    So THAT's what those hint things do! I had a look inside some of Valve's Portal 2 maps and couldn't figure out why they were there, I literally thought it was something to give the player a hint on how to play or something like that, no wonder it didn't seem to make any sense.

    • @Antek1234l
      @Antek1234l Před 4 lety +1

      I also thinked that works like instructorhint

  • @Sliphantom
    @Sliphantom Před 9 lety +256

    TREES? WHY DOES IT ALWAYS HAVE TO BE TREES!

  • @0Blueaura
    @0Blueaura Před 10 lety +41

    Going back over and over again to learn such "simple" things, thanks Philip

  • @Kkcomics
    @Kkcomics Před 15 lety +23

    Looks like a func_train

    • @z1pline487
      @z1pline487 Před 3 lety +5

      this is the oldest comment ive seen

  • @luaking84
    @luaking84 Před 7 lety +28

    Nice! I liked the func_treetrain at the end there.

  • @PublicServiceAnnouncement
    @PublicServiceAnnouncement Před 10 lety +21

    Guys, if your areaportal isn't working, load a pointfile, under Map > Load Pointfile. It will point out exactly where your areaportals are leaking from: where you have to place the areaportal/have to extend the areaportal to fill the gap.

    • @Deux-ex-machina
      @Deux-ex-machina Před 9 lety +7

      Gamzee Makara thanks, I had exactly that problem and thanks to you I could fix

  • @unfa00
    @unfa00 Před měsícem +1

    It's awesome to see how far Kliksphillip has come!

  • @user-it6jd1sb6k
    @user-it6jd1sb6k Před 9 lety +14

    Searched for hint/skip usage a little bit. I didnt understand it from other youtubers (they show examples but not how it works). Nice explaining now I understand!

  • @stoneybalogne4821
    @stoneybalogne4821 Před rokem +1

    I know this video is over a decade old but I will never stop appreciating the areaportal tool texture zooming in at 3:50 like it's going to come out of my screen and snatch me like it does all the props around the corners.

  • @ArcadeFL
    @ArcadeFL Před 14 lety +38

    that three was best :D

    • @patrickkloiber741
      @patrickkloiber741 Před 4 lety +7

      h

    • @Fejszi
      @Fejszi Před 3 lety +1

      Arcade? You? Here? wat? i didn't know that you played Counter-Strike

  • @SidewaysEscalator
    @SidewaysEscalator Před 15 lety +5

    You should have talked about the nodraw texture a lot of people don't understand it (or don't know about it) and it is very useful.
    I'm glad you made this, it'll help me make my level run so much smoother.

  • @endles1322
    @endles1322 Před 29 dny +1

    This tutorial is not even pure gold, it's pure, polished platinum

  • @SnabGaming
    @SnabGaming Před 9 lety +29

    You could do an updated version of this :p

  • @Captain0Terror
    @Captain0Terror Před 12 lety +1

    Best, most concise description for source mapping i've seen :o

  • @pangtundure
    @pangtundure Před 2 lety +2

    Loved the tree bit 🎄

  • @Gary-Eng
    @Gary-Eng Před 5 lety +3

    i can just imagine a rebel about to be crushed by that tree screaming
    "no... No.... NOOOOOOOOOOO"

  • @OddworldCrash
    @OddworldCrash Před 10 lety +3

    You're really making it easy to understand for mapping-noobs like me. Thanks a lot!

  • @amirranjbar1995
    @amirranjbar1995 Před 9 lety +54

    Ubisoft should learn a thing or two from you :p

    • @TheCatOfWarCSGO
      @TheCatOfWarCSGO Před 9 lety +6

      amir ranjbar Or the guys who made Arkham Knight

    • @amirranjbar1995
      @amirranjbar1995 Před 9 lety +6

      TheCatOfWar | CS:GO Stuff lol those guys are hopeless XD nothing will make them better haha

  • @KennyThaKoala
    @KennyThaKoala Před 8 lety +49

    Will you please update this video philip?

  • @thefanofspam
    @thefanofspam Před 10 lety +2

    Thanks for the great tutorial! I now finally know how to use hint and skip, and they're actually pretty simple! :D

  • @WimpoD
    @WimpoD Před 15 lety

    Haha, great ending. 3kliks, I've followed your videos for a long long time, used your tuts in my final year project back at uni and still using them now.
    Another great tut.

  • @shadesoftime
    @shadesoftime Před 2 lety +4

    Show this tutorial to authors of gmod workshop maps

  • @gtafanattic
    @gtafanattic Před 14 lety +1

    Really good and informative, well explained too. I wasn't aware of the possibility of optimization, but this has definitely been worth watching. Thanks.

  • @Dosycool1
    @Dosycool1 Před 15 lety +1

    "The Killer Tree" Coming this Summer....
    Nice tutorial by the way :D

  • @jammerthegreat
    @jammerthegreat Před 14 lety

    Hi thar i need your help once again. I'm making a map with 2 different sections. These are both connected througha tunnel problem is 1 section i want foggy and the other section i dont want it to be foggy. Is there anyway of doing this like maybe a huge brush or a special entity?

  • @bschou
    @bschou Před 14 lety

    Thank you. This explained the optimization tools in a very easy to understand tutorial. I never quite understood if from just reading the tutorials but this made it very clear. Appreciate the upload and effort went into making the vid. cheers

  • @Wokkelp
    @Wokkelp Před 14 lety

    Optimization is not the only thing that is useful, this video is too.
    Rated 5

  • @tfivegames
    @tfivegames Před 12 lety +2

    @3kliksphilip Love your tutorials. Little addition to this comment - If you're mapping for other-than cs:s, you can use func_illusionary to achieve the same effect.

  • @caseytubes
    @caseytubes Před 13 lety

    @3kliksphilip I think he means put the hint block in a wall so that nothing on the other side is rendered, like if you have a wall infront of you, and you want to not render anything on the side.

  • @ZooL_Smith
    @ZooL_Smith Před 11 lety +1

    how can i do this on a HUGE map, which haven't brushes like your ? (only a skybox and a lot of displacement, 25% are brushes)

    • @google61yt
      @google61yt Před 6 lety

      Zool Smith Oh hi! :D
      WhEn CLaSsiC oFfeNsIvE wIlL bE oN sTeAm? :D

  • @DavidMcGuireRaceVids
    @DavidMcGuireRaceVids Před 14 lety

    One thing people need to realize is that they have to have optimization in mind when designing the whole layout of the map. I think people should start out trying to make maps for cs 1.6, because a lot of people playing that will have slower computers, optimization is a lot more important, and the core design of the map needs to be made with an idea of how vis works. I've learned a lot about optimization making a few cs 1.6 maps. I wish goldsrc had area portals! It would be so helpful!

  • @nikosyv
    @nikosyv Před 15 lety

    great that you are finally making tutorials again :D
    nice tree by the way.. (;

  • @Beardactal
    @Beardactal Před 14 lety

    I think the way he made that tree kill him is by parenting that tree to a trigger_hurt entity. Then he creates a func_tanktrain and parents that to both of the other entities.

  • @WtFCBermudaCake
    @WtFCBermudaCake Před 14 lety +1

    Thanks for this, I always find your videos entertaining and helpful!
    Quick question, though: If I optimize by hand, do I need to set VIS to normal, or will fast do?

  • @jammerthegreat
    @jammerthegreat Před 15 lety

    Yrh say if you had a 2 buildings what where different heights and parts of them stuck out more what would i do then ? :3

  • @XKDUBSTEP
    @XKDUBSTEP Před 11 lety

    I love your videos, they're entertaining to watch even though I haven't used hammer in over a year.

  • @LmaonadeUK
    @LmaonadeUK Před 15 lety

    Brilliant tutorial, I think this may be why my map was messing up, I had no Optimization at all, so as I'm looking up at the whole tower everything inside it is being rendered. Will be trying this out now.

  • @RedX3010
    @RedX3010 Před 8 lety +1

    This was way more useful than it looked like :d

  • @InfamousCast
    @InfamousCast Před 12 lety +1

    @hummer4200 On the camera viewport (default top left) if you hover over the top left corner, there should be text appear saying "Camera". Click on that and you should get a list popup. Click on 3D Textured to see the textures, or Shaded Textured Polygons for slight lighting. Hope this helped! :)

  • @Bozebo
    @Bozebo Před 15 lety

    oi, it's also about the server side performance and hit registration. for ideal reg both the client fps and the server tick need to be at exactly 100 (or 101) fps. with cmd and update rates at 100 (101) on the client and rate 25000 or 30000 (depnding on how much data needs to be sent, its rarely over even 20000 in intense areas but we dont want choking when it would be) again, the server needs to be over 500fps. but the most crucial thing is correct map optomisation

  • @thebloodminister988
    @thebloodminister988 Před 3 lety

    yay a very useful video in my suggestions today :)

  • @caseytubes
    @caseytubes Před 15 lety

    nice ending. didnt expect that

  • @alecom
    @alecom Před 15 lety

    that tree was awesome :D
    nice tut

  • @VisceralSoul
    @VisceralSoul Před 15 lety

    wow... I'm gob-smacked, you just made the difficult things easier. EXCELLENT Tutorial, you are god of hammer tutorials, seriously, lots of people reccomend you for mapping tutorials.

  • @2Fluttershy
    @2Fluttershy Před 11 lety

    1)Prop_static, select tree model, name the prop
    2)Put Func_tanktrain brush with nodraw texture inside Prop_static
    3)Make two path_track(s) and name them (path1, path2)
    4)Make the First stop target in Func_tanktrain named path1, go to flags and flag this things (No User Control, Fixed Operation, Is unblockable by player)
    5)Put the path_track named path1 where you want your tree come from :3, and do next thing inside it (operation type No change).

  • @ComputersAreRealCool
    @ComputersAreRealCool Před 9 lety +4

    how did you do that tree? Surely when it broke the top part of the door it broke the area portal thingy? Great tutorial by the way, it was really helpful.

    • @031000ron1
      @031000ron1 Před 9 lety

      ComputersAreRealCool I'm guessing it did, however, I don't think it slowed his map down that much or at all.

    • @Avenger460
      @Avenger460 Před 9 lety

      +031000ron1 it did break the portal since theres an extra space not portal'd and he made a func_ somewhere when he reached that place the tree moves automatically and kill him , so easy to do it

    • @Niker107
      @Niker107 Před 9 lety +2

      +ComputersAreRealCool The top of the door is not a part of the world geometry. It's an entity that breaks into pieces when the tree moves into it. Areaportals only care about sealing off world geometry, they "don't see" entities. So, Philip just extended the areaportal to the top of the ceiling, ignoring the top part of the door.

  • @Aaronmiles2
    @Aaronmiles2 Před 14 lety

    Your tree made me laugh a LOT.
    You're awesome.

  • @CrashingThunder
    @CrashingThunder Před 15 lety

    Great tutorial and I'll keep an eye out for trees, thanks!

  • @Die-Coughman
    @Die-Coughman Před 4 lety

    source 2 tutorials please(you don't need to i just find the way you explained the other stuff to be understandable and easy to grasp)

  • @dos785
    @dos785 Před 8 lety

    think you have this wrong i think the hint works by giving the computer something to do optimizion from without it needing to find out where to put them itself so it will load in what it thinks your seeing not by where the hint is

  • @Bozebo
    @Bozebo Před 15 lety

    to continue...
    with ideal client and server conditions, if the map is badly optimised (but still runs at 1000 fps server side and 100 fps client side) the hit reg will still suffer, the reasons behind it are highly confusing. But one suggestion is that every time a player changes visgroups the server and client have to do a lot of recalculations which mean - for a split second - the frame rate drops. The most important factor is the constant frame rate 500 is just as good as 1k if it is solid.

  • @nanutek
    @nanutek Před 15 lety

    So much thanks :)
    You explain very well how the Source engine works, and now i understand how to optimizating my maps.
    I'll take care of that tree later :P

  • @AndvarYT
    @AndvarYT Před 14 lety

    This video has scarred my for life. I have cut down the tress in my yard and will be terrorified of any others I see.

  • @ValerianAndStuff
    @ValerianAndStuff Před 2 lety

    wow
    your voice has changed drastically

  • @DaManWitDaPower
    @DaManWitDaPower Před 15 lety

    Very helpful! Thank god you spent 7 hours on it!

  • @doomayam
    @doomayam Před 15 lety

    Oh okay.
    I ended up deleting it but I will try to put another one in there.
    I was really just wondering why it wouldn't already have been set to that when I just opened the map and never even touched that portal.
    Great tutorial, btw.

  • @AnimationStationS
    @AnimationStationS Před 14 lety

    Have fun, and watch out for trees!

  • @mrfcukmylife
    @mrfcukmylife Před 11 lety

    have fun and watch out for trees!

  • @Matray2
    @Matray2 Před 13 lety

    Bloody excellent tutorial, thanks!

  • @Remi749
    @Remi749 Před 15 lety

    Great tutorial once again, and this is something I didn't know! :D
    I love the tree part at the end, you used trigger for the breakable debris/brushes and trigger for sound right and moving_pane or what it's called?
    Or am I wrong?

  • @dark_nation_7
    @dark_nation_7 Před 14 lety

    Do not put area portals in every door and window within a house. Only seal the 'hull' of houses, not the internal rooms. I say this because an area portal can only cull things in the adjacent areas.

  • @2Fluttershy
    @2Fluttershy Před 11 lety

    6)Make a trigger_hurt and trigger_once
    7)Name the trigger_hurt and parent it to Func_tanktrain(if it possible :3)
    8)Go inside trigger_once properties and go to output(s) and do this:
    OnStartTouch *your func_tanktrain name* StartForward 0.00
    9)Put it inside your map and have fun with tree :P

  • @adood101
    @adood101 Před 14 lety

    Pretty cool. Didn't know that... I'll most likely use this in my map.
    I mapped out my home.

  • @DerpScout
    @DerpScout Před 13 lety

    @3kliksphilip i figured out what did wrong...
    I selected all the blocks with the areaportal texture and pressed "ctrl t" and it grouped them all xD
    so i had to redo them all individually.

  • @sonic2themax
    @sonic2themax Před 13 lety

    Cheers m8, helped a lot. Nice clear instructions, thanks.

  • @valyrius9556
    @valyrius9556 Před 3 lety

    Thanks,this helped me so much!

  • @NoVIcE_Source
    @NoVIcE_Source Před 10 lety

    Thanks, Philip, thank you alot!!

  • @nofacee94
    @nofacee94 Před 14 lety

    @DODSProject Get the occluder texture, make a brush inside the hill like this:
    ---::-\___/-::--- where :: is the occluder and \___/ is the trench.
    Then make the brush a func_occluder
    then see what difference it makes with mat_wireframe in game, if it doesnt make much difference then get rid of it as it is like an areaportal; can slow computer down if not used properly.

  • @j.37
    @j.37 Před 2 lety +1

    Somehow the algorithm got me here

  • @albert508
    @albert508 Před 13 lety

    @GamingSithLord
    over the undo key there is a button, press it and the grid will be back

  • @xpLict134
    @xpLict134 Před 15 lety

    Thanks for the tutorial. Great tutorial like always, and I was wondering what those textures do =P

  • @Ben31337l
    @Ben31337l Před 15 lety

    yeah. but even if you don't upload them. if you host a server with that map people will still have to download your map.
    it would be an idea to optimize your map just in case.

  • @Gabezen101
    @Gabezen101 Před 13 lety

    If your maps not nice and tidy 3kliksphilip will map your face in the middle of the night.

  • @devilsMasquerade
    @devilsMasquerade Před 4 lety +1

    those god damn trees

  • @Mariuspersem
    @Mariuspersem Před 13 lety

    @3kliksphilip func_details AROUND the area portal, like a doorframe

  • @M4pster
    @M4pster Před 15 lety

    Agreed, Epically awesome!

  • @numanumaro
    @numanumaro Před 13 lety

    @3kliksphilip Your a life saver! Thanks!

  • @SarethZhukov314
    @SarethZhukov314 Před 13 lety

    @3kliksphilip yeah i have no problems with other games. Just source SDK. And no, it's installed on c drive

  • @cocorinow
    @cocorinow Před 15 lety

    i like this tut cuz i neve knew how to use areaportal
    ...and the ending was great 5 stars

  • @Noruzenchi86
    @Noruzenchi86 Před 14 lety

    @mnbgkjygvbu down there:
    From common game coding, It means that it's an invisible wall that the player will collide with.

  • @GreatGibdo
    @GreatGibdo Před 15 lety

    3klik, I love you. :)

  • @josiahct
    @josiahct Před 15 lety

    LOL at the tree
    really nice tut there phill i think it's the best one yet AND...
    ...i could understand it! :D
    that must have taken you ages too get it all understanderbul?
    anyway good job can't wait 4 da next one :D
    biggist fan...you know who :P

  • @SUPERskrat1996
    @SUPERskrat1996 Před 11 lety

    i think the tree should've watched out for u.

  • @leaky2642
    @leaky2642 Před 2 lety

    Thanks so much I really needed this my map had so many problems, that my level always running at five FPS

  • @iPetiX
    @iPetiX Před 12 lety

    Areaportals! Yah i love em! So powerfull!

  • @CeretPenyok
    @CeretPenyok Před 10 lety

    i've watch your videos, its really helpful, and quite funny with the trees. :D

  • @konata1810
    @konata1810 Před 4 lety +1

    1:05
    Hey, that looks like my map

  • @ShakrallStudios
    @ShakrallStudios Před 13 lety

    I used all four charple models, the humans?corpse 01, and the prop was prop, physics.

  • @dexjester
    @dexjester Před 15 lety

    I was glad you stressed the cleanness of level's using the grid system. It took me a long frustrating time to figure that out. The only problem I have is clipping or resizing object that becomes off grid, I try to use snap 2 grid but it doesn't always work on angles?? Any suggestions.

  • @NeoXF
    @NeoXF Před 15 lety

    You could have also mentioned about nodraw-ing all of the stuff you won't normally or ever see in your levels, like high roofs or background backwalls...
    BUT, 1. this is a fantastic video/tutorial, as always; and 2. optimisation is a big thing, surely you will do a follow up at some point. :)

  • @thelilninjakillerxD
    @thelilninjakillerxD Před 15 lety

    nice map in 0:48! if that is a playable map, can u make a sneek peak on the map ?:D and when its done u can put it on fps banana?;)

  • @numanumaro
    @numanumaro Před 13 lety

    So when do you use hint and when do you use skip? I asked somewhere else, and they said skip should only be where the back of the player faces, but that doesn't make any sense to me, because couldn't someone just turn around?
    I guess what im asking is, does a hint make a two sided optimizing wall? Or is it some kind of newfound, magical, unheard-of, technologic, madness.

  • @Dajan456
    @Dajan456 Před 7 lety +3

    if i have a surf map where ther are many blocks but no closed rooms is it good to make everything funk_detail?

  • @doug4317
    @doug4317 Před 3 lety +2

    pretty big typo on the thumbnail

  • @ethosaur
    @ethosaur Před 14 lety

    ok lets say i make a mine made outta displacements with nodraw behind them.. fully sealed by nodraw and you cant see the nodraw and there is 2 openings in each ending of the mine. is it best to have one area portal in each ending? they lead to each side of a big map. i am pretty sure this will make compile time faster and smoother gameplay too.

  • @Casadien
    @Casadien Před 15 lety

    Killing Trees, awesome idea for a HL2 mod xD

  • @TheFireNoodle
    @TheFireNoodle Před 11 lety

    You need to optimize your level. Make sure you know how to use Dynamic and static Props. Remember break your objects up by using vissleafs.