Question about compiling fast/full Created 20 years ago2004-07-11 16:16:25 UTC by [VDC] Rad Brad [VDC] Rad Brad

Created 20 years ago2004-07-11 16:16:25 UTC by [VDC] Rad Brad [VDC] Rad Brad

Posted 20 years ago2004-07-11 16:16:25 UTC Post #40466
Leaf portals saw into leaf.

I have a few of these errors in a map that was compiled with a fast compile in Zoner's 17p.3. These items have never had this corruption before and I haven't done any adjusting or moving to them... and they look fine. They weren't created by VM, by the way.

I know there's no way to know for sure without doing it, but will this error disappear during a full compile? This is more of an FYI question for me about what happens during a full vs. fast compile. And, also, in the batch compile program, you can leave the fast AND full compile unchecked. Will you get any VIS compiled that way?
Posted 20 years ago2004-07-11 16:24:59 UTC Post #40467
Also, once you move a brush to an entity, this error won't happen for that object... correct?
Posted 20 years ago2004-07-11 16:57:59 UTC Post #40477
I'd say, just full compile and see if the error still appears.

As for the error:
http://www.slackiller.com/tommy14/errors.htm#leafsaw
Posted 20 years ago2004-07-11 19:25:40 UTC Post #40517
Thanks! Fixing them is not a big problem. Non-creative, but necessary. My question is more about the compiling situations. I guess I don't understand the workings of VIS. (IE: Does a fast compile just round off to the nearest thousandth and a full compile the nearest hundred thousandth?) What's the core difference?
Posted 20 years ago2004-07-12 04:00:40 UTC Post #40614
I don't know what's the real difference, although I do have an idea about it. What I think is that it checks a lot faster (and a lot less thoroughly therefor) what leafs can see what other leafs. At least that's where I think the main difference lies.

A good article about VIS (takes a while to load but it's worth it):
http://www.gamedesign.net/book/view/266
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