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Need help with a project - Source Optimization "test"

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I have made the joke whenever I link people to the optimization guide that they "will be tested on this material". I would like to make that a reality.

If anyone would be interested in coming up with multiple choice questions for this thing, go ahead and just post them. Try to make them require actual thought, and not just memorization or fact regurgitating.

I am not looking for jokes or people trying to be smart asses. Serious input only, please.

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Hey Sleeper! I think this thread can be a really really good idea. I'd like to offer myself to actively take part on this project, but not only with multiple choice questions (theoretical approach), but also encouraging ppl to take part posting some basic test maps to optimize, like practical excercises (you know, func_detailing, texturing nodraw the non-viewable sides of brushes, making skip/hint brushes or even adding areaportals...)... and I'm not saying "post your maps to optimize" (Lp already opened a thread for somewhat doing that), but to post "empty" maps (ofc puzzle elements can be included but only for didactical purposes) specifically created for being optimized (intentionally looking for specifical optimization solutions). We all can contribute posting the best optimized version we could think of, our personal approach; and the rest can check and discussed any possible improvement or advise... this way we can all improve ourselves at optimization and learn from the rest...

My meaning is only complement with practical situations what you were suggesting :wink: I'm just saying because you knowm, even though we all know more or less the theory, sometimes you want a specific layout (because of aesthetic or puzzle purposses) that it's actually difficult to optimize perfectly like open areas with surrounding side-rooms where enclosing the leafs is not so easy and such...

What do you think about it? :)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Which of the following should (usually) be a func_detail? Select all that apply.
A) The wall of your test chamber.
B) The clipped frame around the testchamber door.
C) Sculpted terrain brushes/displacements.
D) Static props, such as diversity vents.

Falsi sumus crusto!

Aperture has is planning to build a new test chamber; they want to make it look like this:
Image

What is the best way build it.
a) Just build it already and pop the player in and just forget about the windows.
b) Just build the building. And put a skybox in front of all the windows.
c) Build the building and build the exterior with func_details as far as the eye can see.
d) Build the buildings and build the exterior as far as the eye can see.

To let the employees of aperture chill a bit Aperture decides to build a garden.
Image
What's the best way to fake the grass?
A) Just make a grass brush.
B) Make a grass brush; grab the carve tool and make it look pretty.
C) Make a grass brush; grab the carve tool and make it look pretty; then make it a func_detail.
D) Make a grass brush; make it a displacement.
E) Make a grass brush; make it a displacement and put a nodraw brush underneath it.

Because the people at Aperture decide it's time to make a nice building inside a big square room.
However; after building the garden and the exterior they're running a bit low on render budget.
Image
What's the best way to build the pillars?

a) Build the brush based pillar.
b) Build the brush based pillar and make it a func_detail
c) Build the brush based pillar and make it a func_brush
d) Create a custom prop_static model.
e) Create a custom prop_physics model.
f) Create a custom prop_dynamic model.

Aperture found images of an abandoned factory and want to build it they hire you to build it for them.
Image
What would you make func_details?
A) Nothing.
B) The pillars.
C) The second floor
D) The second floor and the pillars
E) Everything but the ceiling and the brick wall
F) Everything but the ceiling
G) Everything!

I said it in IRC but I'll say it here - I love the idea of using real world photos as examples for how to visualize questions. That said, while detailing is important, there's a lot more aspects to optimization that can be addressed. Hint brushing is an art that I think most people fail to grasp. Areaportals / areaportalwindows are another big one too.

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Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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What is the best way to divide this hallway into visleaves?

visleaves.png
Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
What is the best way to divide this hallway into visleaves?

visleaves.png

None of the above. Sorry HMW

josepezdj wrote:
posting some basic test maps to optimize, like practical exercises

This is the best thing you said in your whole paragraph of text. Giving out example maps with solutions is a great way to get people to optimise.

I might like to make one of these maps.

?????????????????????????????TWP Releases | My Workshop
HMW wrote:
What is the best way to divide this hallway into visleaves?

visleaves.png

Option E:

Code: Select all
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|      /        |
|     /         |
|    /------    |
|   / |    |    |
|  /  |    |    |
| /   |    |    |
HMW wrote:
visleaves.png

...whoopsy daisy :lol:

In regards to josepezdj's post, the example maps sound like a great idea. I might toss one together.

Should we make some that have optimization errors as well? (incorrect usage of func_deatiling, incorrect usage of hint/skip brushes, stuff like that)

ImageImage
taco wrote:
Option E:

Code: Select all
------------------
|      /        |
|     /         |
|    /------    |
|   / |    |    |
|  /  |    |    |
| /   |    |    |

Unless you have a crazy amount of detailed stuff right around the corner, that is complete overkill.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
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