checking usability of detail instead of structural brushes.,...
after a first run through i got the portals from 16000 down to 9000... seems good so far

qwerty you got to give me the textures you used already... so i do not need to texture the map while just needing fast run-throughs for test (and being able to see where i am going

a short excourse on portals:
portals are the sections the map is divided into, that tell your quake/urt what it "can see" (=has to render).
usually the less and the simpler the better.
the following shot is taken in my gtk radiant, i did not make the the brushes making the curve detail (left them structural), and this is what the portal file shows me:
these absolutely unnecessary portals are created, only prolonging compile times and probably lowering overall server performance. compiler has to calculate "into" which portals a single portal can "look" into... for every single portal.
had i changed the structural brushes into "detail" brushes they would not be taken into account when compiling the VIS stage, so avoiding the creation of the portals.
Attachment:
portals.jpg