It actually creates alot of extra triangles to do this in some cases, if the
func_details are particularly complicated. I don't believe this is the best
practice, because it can mess with the z-buffer, but I've had good luck with
sinking func_details 1 or 2 units into the world brush as well. This is
acceptable if the detail brushes would be noticeable if they were floating a
unit up. I've also mixed in func_brushes and took the performance hit for
that to gain less splits in the world brushes.
Use mat_wireframe 1 to see where your brushes are getting split. You have to
look close sometimes though, there's usually a lot of tiny triangle strips.
Usual culprits are things like staircases and brush handrails. Anything with
alot of repetitive geometry.

On Thu, Jun 17, 2010 at 2:23 PM, Mike Zimmermann <rem...@gmail.com> wrote:

> I've been out of mapping for a while but if I remember correctly,
> waterindices are created when func_details touch world geometry. (The name
> comes from GoldSrc when they were used to smooth edges of water into world
> geometry. In Source the same effect is applied to func_detail, func_lod,
> etc.)
>
> I wouldn't worry about it too much but an easy solution is to raise
> func_detail 1 unit off world geometry to prevent it from performing the
> "smoothing". A clean solution is to create your func_details so they have
> the least amount of area touching world geometry as possible.
>
> -Mike
>
>
> On Thu, Jun 17, 2010 at 1:48 PM, Benjamin J Dunbar <
> bdunb...@student.scad.edu> wrote:
>
> > yikes, thanks for the info.  i was mainly concerned about the
> > "waterindices" and I was thinking using func_lod would reduce the "very
> > full" "waterindices" warning on the compile log.
> >
> > ----- Original Message -----
> > From: ics <i...@ics-base.net>
> > Date: Thursday, June 17, 2010 12:35 pm
> > Subject: Re: [hlmappers] Optimization Questions
> > To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
> >
> > > Avoid func_lod, do not use a lot of those within a map. It
> > > consumes much
> > > of precious fps when rendered compared to func_detail. You might
> > > not
> > > notice the difference on high end machine but low end it shows
> > > pretty
> > > clearly. I have used func_lod on my own projects only once or
> > > twice per map.
> > >
> > > As an example (not from l4d2 but from cs source), i encoutered a
> > > map
> > > with a friend that had used func_lod on brushes, instead
> > > func_detail
> > > which should have been used. So with permission from the owner,
> > > we
> > > updated that map and fine tuned it a bit. Fps became very steady
> > > and
> > > increased with 100+ from what it was. Func_lod is very expensive
> > > to use,
> > > if used a lot.
> > >
> > > -ics
> > >
> > > 17.6.2010 19:20, Benjamin J Dunbar kirjoitti:
> > > > Hey man, that's an enormous help for me.  Thank you.
> > > >
> > > > It looks like func_lod is worth trying out.
> > > >
> > > > Question about "waterindices": Does it say anything about
> > > there being a limit or breaking point for them?  I'm only
> > > halfway to the brush limit but the "waterindices" is up to 85%,
> > > do you think the engine will break if I ended up going much
> > > higher?  The map itself has great frame rates.
> > > >
> > > > The other wierd thing is that I normally get those "glimmering
> > > edges and cracks" in my brushes no matter what I do.  They
> > > usually appear in dark areas and at distances greater than 500
> > > units.  I have learned to deal with it and map in such a
> > > way that gives very few long-distance views in darkness - ei
> > > dark tunnels.
> > > >
> > > > Thanks again
> > > >
> > > > ----- Original Message -----
> > > > From: "Kenneth B. Swisher"<capt...@qis.net>
> > > > Date: Thursday, June 17, 2010 10:44 am
> > > > Subject: Re: [hlmappers] Optimization Questions
> > > > To: Discussion of Half-Life
> > > Mapping<hlmappers@list.valvesoftware.com>>
> > > >
> > > >> Hey Ben,
> > > >>
> > > >> Here's what VDC has (seein' as how you can't access it).
> > > >>
> > > >>
> > > >>    func_lod
> > > >>
> > > >>
> > > >>         From Valve
> > > Developer Community
> > > >>
> > > >> Jump to: navigation
> > > >> <http://developer.valvesoftware.com/wiki/Func_lod#column-
> > > >> one>, search
> > > >> <http://developer.valvesoftware.com/wiki/Func_lod#searchInput>
> > > >>
> > > >> This is a brush entity
> > > >> <http://developer.valvesoftware.com/wiki/Brush_entity>
> > > >> available in all
> > > >> Source games.
> > > >>
> > > >>
> > > >>      Entity Description
> > > >>
> > > >> Brush-built
> > > >>
> > > <http://developer.valvesoftware.com/wiki/Entity#Brush_entities>  model
> > > >> that fades out over a specified distance. Useful for creating
> > > >> world
> > > >> detail that doesn't need to be drawn far away, for performance
> > > >> reasons.
> > > >> * Note:*The fading is not always consistent; brushes may
> > > >> suddenly "pop"
> > > >> into view depending on where the player is looking. This happens
> > > >> because
> > > >> of a hardware issues with rendering translucent materials.
> > > Low-
> > > >> end cards
> > > >> will fade nearer than the distance specified, and smaller
> > > >> objects fade
> > > >> nearer than a larger object with the same fade distance.
> > > >> * Note:*The overhead required by this entity is substantial. Use
> > > >> it only
> > > >> for special effects or when fading very dense geometry, and one
> > > >> could
> > > >> then argue, shouldn't that better be a model
> > > >> <http://developer.valvesoftware.com/wiki/Model>?
> > > >>
> > > >> As for waterindices, here's as much as I could gather:
> > > >> "t-junctions are edges with more than two collinear verts. This
> > > >> happens
> > > >> when dissimilar geometry meets sharing an edge, vbsp
> > > >> automatically adds
> > > >> all verts along the edge to each polygon sharing the edge to
> > > >> avoid
> > > >> cracks. vbsp has a -notjunc option that will skip this process,
> > > >> but that
> > > >> will leave you with cracks in your level. You probably want the
> > > >> t-junctions fixed. Cracks usually look like sparkling edges
> > > >> (bright
> > > >> pixels in the skybox showing through).
> > > >>
> > > >> There are several references on t-junctions online as it's a
> > > >> general
> > > >> problem when processing geometry for any rendering engine. It's
> > > >> not
> > > >> unique to anything specifically in Source."
> > > >>
> > > >> Basically, it looks like it has to do with when you have two
> > > >> brush edges
> > > >> with vertices along them that don't line up, so vbsp does some
> > > >> work to
> > > >> prevent unsightly cracks from showing along the edges.
> > > >> I'unno, that's
> > > >> my best guess.
> > > >>
> > > >> And, thanks for your service (Army).
> > > >>
> > > >>
> > > >>
> > > >> Benjamin J Dunbar wrote:
> > > >>
> > > >>> Hi,
> > > >>>
> > > >>> I am asking my questions here on the mailing list because I do
> > > >>>
> > > >> not have access to the VDC at this time...it's considered by the
> > > >> US Army to be a "gaming" site, so they have blocked it on our
> > > >> machines.>
> > > >>
> > > >>> What exactly is func_lod, and do you think I should use it
> > > >>>
> > > >> instead of func_detail?  I have a high amount of
> > > >> func_detail in my map and after looking at Valve's maps I
> > > >> noticed some func_lod where I would have assumed to use
> > > >> func_detail.  Can someone clear up it's purpose and usage
> > > >> for me?
> > > >>
> > > >>> Also...same map as above...when I compile, I get 85%
> > > >>>
> > > >> "waterindices", which the compiler calls "VERY FULL".  But
> > > >> I have no water in my map at all.  Can someone tell me
> > > >> what's up with that?  What are "waterindices"?
> > > >>
> > > >>> Thanks very much guys.
> > > >>> _______________________________________________
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> > > >>>
> > > >> archives, please visit:
> > > >>
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > > >>>
> > > >>>
> > > >>
> > > >>
> > > >> _______________________________________________
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> > > >> archives, please visit:
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> > > >>
> > > >>
> > > >>
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> > >
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