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	<id>https://insultplayers.ru/killingfloor/w/index.php?action=history&amp;feed=atom&amp;title=Help%3AMap_optimization</id>
	<title>Help:Map optimization - Revision history</title>
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	<updated>2026-09-07T12:40:23Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Help:Map_optimization&amp;diff=1806&amp;oldid=prev</id>
		<title>Maintenance script: Original wikitext recovered from the WikiTeam export dated 20150707; original revision 8188 and attribution retained</title>
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		<updated>2026-09-07T06:52:38Z</updated>

		<summary type="html">&lt;p&gt;Original wikitext recovered from the WikiTeam export dated 20150707; original revision 8188 and attribution retained&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Things to do for Optimization ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1:&amp;#039;&amp;#039;&amp;#039; Add culldistance to meshes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2:&amp;#039;&amp;#039;&amp;#039; Put No collision on complex meshes, or even simple ones. Then add a blocker around them&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3A:&amp;#039;&amp;#039;&amp;#039; Convert Solid brushes to mesh, then add no collision&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;OR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3B:&amp;#039;&amp;#039;&amp;#039; Right click your solid brushes (Blue) goto Type&amp;gt; Non-Solid NOTE: Only works on solid brushes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4:&amp;#039;&amp;#039;&amp;#039; Zone Portals&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5:&amp;#039;&amp;#039;&amp;#039; Add anti portals inside walls&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;6:&amp;#039;&amp;#039;&amp;#039; All surfaces unseen by player, Goto properties (F5) and set Unlit&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;7:&amp;#039;&amp;#039;&amp;#039; All surfaces unseen by player, Set the texture to a solid black texture&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;8:&amp;#039;&amp;#039;&amp;#039; Com-pres Lights to Dxt-1 Goto your build options, and under lights, select Dxt-1 then build all in that window&lt;br /&gt;
&lt;br /&gt;
== How to convert complex brushes to mesh ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NOTE:&amp;#039;&amp;#039;&amp;#039; It is easier to select your brushes, then copy and paste into a new map&lt;br /&gt;
&lt;br /&gt;
Also note, i refer to the group of brushes that you want to convert as an object.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 0:&amp;#039;&amp;#039;&amp;#039; Make sure you object is suspended in mid air&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 1:&amp;#039;&amp;#039;&amp;#039; Take your builder brush (red brush) and cover the tops bottoms and sides of your &amp;quot;object&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 2:&amp;#039;&amp;#039;&amp;#039; Once the Brush is completely covering the object, press the intersect button (its below add)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 3:&amp;#039;&amp;#039;&amp;#039; Make sure you click one of the corners so you have a pivot point&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 4:&amp;#039;&amp;#039;&amp;#039; Right click the brush tool (which is now in the form of your object) and select &amp;#039;&amp;#039;&amp;#039;Convert &amp;gt; StaticMesh&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 5:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;Package:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;MyLevel&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Group:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Whatever&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;TheMeshIMade&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step 6:&amp;#039;&amp;#039;&amp;#039; Goto your static mesh browser, your mesh is in the MyLevel group (Pull down tab)&lt;br /&gt;
&lt;br /&gt;
== Links to optimizing tutorials ==&lt;br /&gt;
&lt;br /&gt;
Here are some useful links to help you in your quest for map optimization&lt;br /&gt;
&lt;br /&gt;
http://www.evilmrfrank.com/Optimizing.html&lt;br /&gt;
&lt;br /&gt;
http://udn.epicgames.com/Two/LevelOptimization.html &lt;br /&gt;
&lt;br /&gt;
http://www.angelmapper.com/gamedev/tutorials/optimization1.htm&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
{{DEFAULTSORT:Map optimization}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;kf-restoration-note&amp;quot;&amp;gt;Original wikitext recovered from the WikiTeam export in the [https://archive.org/details/wiki-kf_wikicom archived KF-Wiki collection] (export 2015-07-07, original revision 8188). Credit: the original KF-Wiki contributors; the linked export preserves the original authorship and revision history.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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