How to: Reduce .bsp Files' Size

A Tutorial for Source Engine

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5 ways to make your map files small.

1. Delete unneeded cubemaps. Cubemaps are great ways to create high contrast areas and good reflections. However, every cubemap increases the file size. You can easily delete 25% of your cubemaps without effecting the map's look but map's size. 2. Delete / do not create decals. Decals make your map look more realistic. But more unrealistic. Create a hollow cube with a light inside for CS:GO. Then shoot an invincible enemy. Count how many blood particles you see. Then, place a ton of decals inside that same cube. Do the shooting again and count particles again. You will see the difference. 3. Do not use Vertex Tool. It allows you to create advanced shapes. But when overused, It makes the file size bigger. And If you use it uncarefully, you can mess up. You try to make a octahedron but you end up with having a 50-parted nearly undeletable messed-up 2.5 dimensional spike. 4. DO. NOT. CARVE. Carving speeds up making holes but the walls you make holes with the carving tool, is unusable when optimizing. It also corrupts the look of the water. When you want to optimize a wall with a hole you made with the carving tool, you make either 50 more professional hard-to-make blocks or you delete the wall entirely and remake it without using the carve tool. 5. You do not need to set low Lightmap Scale values for areas that are not lit. What I do when making maps is fairly simple (not really). I run the map. I note what walls the light hit, then I decrease the Lightmap Scale of those walls. If you are going to set RAD to None when compiling, I advise you to set walls Lightmap Scale to high values like 1024.

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  • 2y
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    > **Posted by NvC_DmN_CH**
    >
    > > **Posted by EmreOzcan**
    > >
    > > > **Posted by Syntox**
    > > >
    > > > and 5. http://source.gamebanana.com/tuts/11853
    > > >
    > > > Higher Lightmap grid size on block that dont need good shadow smoothing.
    > >
    > > Do you give me the permissions to add that to the tutorial?
    >
    > Of course :)

    Updated.
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  • 2y
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    > **Posted by EmreOzcan**
    >
    > > **Posted by Syntox**
    > >
    > > and 5. http://source.gamebanana.com/tuts/11853
    > >
    > > Higher Lightmap grid size on block that dont need good shadow smoothing.
    >
    > Do you give me the permissions to add that to the tutorial?

    Of course :)
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  • 2y
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    > **Posted by EmreOzcan**
    >
    > > **Posted by Syntox**
    > >
    > > and 5. http://source.gamebanana.com/tuts/11853
    > >
    > > Higher Lightmap grid size on block that dont need good shadow smoothing.
    >
    > Do you give me the permissions to add that to the tutorial?

    Its not my Tutorial, you have to ask him http://gamebanana.com/members/1376010
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  • 2y
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    > **Posted by Syntox**
    >
    > and 5. http://source.gamebanana.com/tuts/11853
    >
    > Higher Lightmap grid size on block that dont need good shadow smoothing.

    Do you give me the permissions to add that to the tutorial?
    Weird content since 2014
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    and 5. http://source.gamebanana.com/tuts/11853

    Higher Lightmap grid size on block that dont need good shadow smoothing.
    • Thanks x 1
    Mapper
  • 2y
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    > **Posted by Devieus**
    >
    > > Decals make your map look more realistic. But more unrealistic.
    >
    > So which is it.
    >
    > Also, it's an octahedron, not a hoctahedron. Also, nothing wrong with carving, it just requires a lot of finesse, ungrouping and the vertex tool.

    1 typo down infinite amount to go!
    Fixed.
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    > Decals make your map look more realistic. But more unrealistic.

    So which is it.

    Also, it's an octahedron, not a hoctahedron. Also, nothing wrong with carving, it just requires a lot of finesse, ungrouping and the vertex tool.
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    Mantra
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