Map Optimizations 'n Such
I stumbled across a tutorial using the source engine and Hammer, the topic was optimization. He kept talking about visleafs and func_detail... which started to make me paranoid.
Some time ago I released a small part of a map in its early stages on QuakeOne. Of the complaints, the one that really disturbed me concerned high r_speeds.
I've been going through the map, merging wherever possible, mitering convex corners, making new textures in places where I had originally used several brushes to do the same job, using func_walls where appropriate, etc, etc.
However, my ignorance of the way quake works is allowing my mind to wonder and assume the worst.
When running around with wireframe I see some (sometimes rather large) areas being drawn even though there is absolutely no way it could be visible.
In some ports (DirectQ) some doors/illusionary disappear at certain angles. I'm not sure if this is because I'm doing something wrong, or if it's just quake/DQ. I don't get any errors when compiling.
Here is the lates bsp log (TxQBSP), does anything look odd? Like some number being too big or small in relation to another? This is my only map so I have no point of reference.
http://www.killpixel.com/kpcn/bsplog.jpg
Now that I think about it, a vis log probably would have been helpful...
Any insight would be appreciated, I just want to correct anything I'm doing poorly/completely wrong.