yeah! we're not all richass doctors.
Just don't go overboard with the func_walling. VIS will have a hard time optimizing the map properly if you func_wall larger structures like walls and stuff that otherwise would've functioned as VIS-blockers.this is 100% true, which is why i was saying to leave the basic geometry. in my mind when you hide all the brush and point entities, all that should be left is very basic geometry used to block-vis and just enclose the map in general.
Also brush-entities doesn't cast shadows if I remember correctly, I think ZHLT supposedly included something like zhlt_customshadow but I, personally, never got it to work satisfactory.really not a problem for the most part.
those lights definitly don't need to be func walled. I think you might be going a bit overboard.lololol get a clue son. the truth of the matter is that EVERYTHING should be func_walled that is not part of the basic geometry of the map. leaving everything aside from tiny details, handrails and cylinders is just giving vis more to think about entirely unnecessarily.
Try turning everything back into world brushes, and just func wall the important stuff. (TINY details / handrails / cylinders)
Better yet: turn those into illusionaries. If you want people to stand on it, turn them into func_walls instead or just put a CLIP brush over them.they actually were func_illusionaries, it's the same thing. the problem was that i had too many individual entities in the 'visible packet list.' by combining a whole load of seperate brushes into one entity i have pretty much fixed the problem entirely, as there are less entities on the screen at any one time even though the amount of brushes are the same.
that's what i was going to recommend. Also, a single "leaf-saw" error will cause brushes to sporadically become invisible as well. So obviously, finding and eliminating these if you have any might fix the problem.not the problem i was having but thanks anyway.
Also, I've found the latest SHLT tools to be especially good at zapping/fixing those nasty leaf-saw thingies... i don't think i've had one show up in my compile log since using the super half-life tools.
NICE to see you mapping Goldsource! =)
i've tried running full vis also.edit: i've had some success combining my func_walls into larger func_walls with many brushes, along with converting some of them back to world brushes. i imagine this problem was caused by a whole lot of individual func_walls in conjuction with a load of env_glows i'm using. at least i didn't have to remove any detail like i feared.
Harry Potter 1-4 (5 was so-so, 6 sucked big time)hilarious. 1 and 2 were pure shit. 3 was awesome. 4 was mediocre. 5 was crap. 6 was amazing. learn to not fail.