Bad News... Created 19 years ago2005-08-04 15:32:51 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Created 19 years ago2005-08-04 15:32:51 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Posted 19 years ago2005-08-04 15:32:51 UTC Post #125934
I am still having trouble compiling my latest map. If you don't remember my situation, let me recap...the VIS is SLOW. I ran the Batch Compiler for 2 DAYS and the VIS was at 90% on LeafThreads. I had to finally shut it down today because I will be on vacation. I...am...pissed. That is bullsh**! I can't believe the friggan thing didn't finish. I really need to get this map compiled. This is one of my best. I tried a bunch of new architecture techniques and mapping dynamics. I heard someone say to not use a "skybox" for some reason but I need to because of the Apache outside. Someone needs to give me some advice because I'm getting a little frustrated now. I'm working on figuring out the "hint" brush thing but I'm just not getting it. I just don't get this whole situation. The map is well-designed and I made sure to keep it that way. Should I go turning smaller Brushes into func_walls? I'm to the point where I'll try just about anything. Please help if you can. Thanks
Posted 19 years ago2005-08-04 15:38:35 UTC Post #125935
What size is your RMF file, first off.

How many spotlights?
Posted 19 years ago2005-08-04 15:39:45 UTC Post #125936
Make sure that the skybox isn't below the floor for then the floor will also be rendered! :| If the chopper wont fly below the house then that area should be open to the void! ;) And don't be afraid of using meny sky brushes for they don't raise the r_speeds alot! :)
Posted 19 years ago2005-08-04 15:42:55 UTC Post #125937
Also, spec for computer?

I WISH a tut giving a timeframe from a basic map would come ouy, then we could make a compile graph.....
Posted 19 years ago2005-08-04 15:55:26 UTC Post #125941
if the apache is outside then how about giving it an on little skybox...! also, you can send it to some1 and test if it works better
Posted 19 years ago2005-08-04 16:07:29 UTC Post #125944
The RMF is only 2MB and my computer has 512MB of RAM. The computer isn't the problem for sure. There are a lot of lights but the same goes for my other maps (that compiled in no time). The player must be outside fighting the chopper so I can't use a little skybox. Actually, I think i might have found the problem. I had 2 military trucks consisting of very small brushwork that weren't func_walls. I overlooked this because they were in one of previous maps but as a func_train. I have now converted the trucks and many other small brushes into func_walls. Do you think this will help?
Posted 19 years ago2005-08-04 16:08:19 UTC Post #125945
Do you have any cliffs or vertex manipulated rock formations in your map?
Posted 19 years ago2005-08-04 16:15:19 UTC Post #125947
Did you optimize and func_ well? LeafThread has some ISSUES if you dont optimize. D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-08-04 16:17:07 UTC Post #125948
Yes, I have clipped rock formations. What is func_wall optimization?
Posted 19 years ago2005-08-04 17:14:39 UTC Post #125957
Well, turn all those rock formations into func_walls, and NULL-ify those faces the player never gets to see. Second, make sure you place a solid wall behind those rocks to prevent leaks.
Posted 19 years ago2005-08-05 03:43:29 UTC Post #125985
If you have some detailed things touching the ground - they can screw the compiling times for ya, because they cut the ground into pieces. Remember to always, always either raise the detailed stuff, small brushes one unit from the ground or turn them to func_walls. I once forgot to tie a very complex prefab, which was touching the ground to a func_wall, because of that, my vis compiling times have tripled!! :roll:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-08-05 04:01:21 UTC Post #125986
And you can clip the buttoms of staff and turn the lower parts to func_walls! That way they'll still cast shade and they wont cut any other objects and remember to texture stuff with the null texture so it will decrese the wpolys!( only do it in only on faces that the player wont see,of course) ;)
Posted 19 years ago2005-08-05 07:54:36 UTC Post #126013
Yea... I always clip the bottom of stuff, instead of raising em.. :glad:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-08-05 09:37:00 UTC Post #126028
If all else fails, put it in the mapvault, and we'll have a good look at it, mate. :)

But I think its answered by muzzleflash.
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