Portal/s .. Created 17 years ago2007-02-19 03:11:09 UTC by know know

Created 17 years ago2007-02-19 03:11:09 UTC by know know

Posted 17 years ago2007-02-19 03:11:09 UTC Post #212997
What is that?
When i compile my map it is 45min. just to do that "portal" shit..
What got wrong?

Need help right now.... Thx.. :)
Posted 17 years ago2007-02-19 03:26:00 UTC Post #212998
Most uncomprehensive post evar.

What "portal shit" are you talking about? Source or HL1? What's the problem?
Posted 17 years ago2007-02-19 03:33:25 UTC Post #212999
aha. hah.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-19 03:41:44 UTC Post #213000
I think he is talking about "Portal flow 1...2...3...4...(...)" in the compile.
If you compile a big map, many people things in crashes when it comes to portal flow, but really - it doesn't, it's just slow, very very slow.
For example, my CSS map (wich almost is done) it takes 2 days to go through "portal flow", but that's because it's extreamly poorly optimised.
Be patient.

But what portal flow IS, I don't know - anyone?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-02-19 03:42:34 UTC Post #213001
I could not remember the name.. :/

But it is "portalflow" in vvis..

I saw another with the same problem, but the answer to him was to delete some windows (he had a lot)..
But i only have 6 small windows ( the size is just so a player can get though..

What can be wrong??

It is in Source.. ( Css )
Posted 17 years ago2007-02-19 03:44:51 UTC Post #213002
Madcow - It cant be that slow.. i made a bigger map yesterday, with much more detail and stuff, it didnt took that long.. it took about 5-10min.. ??
Posted 17 years ago2007-02-19 03:48:48 UTC Post #213003
Maybe your map is POORLEH OPTIMIZEHD like my CSS map?
Use nodraw and loads of it.

Edit: Use the edit button instead of posting twice in a row, ;)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-02-19 03:51:25 UTC Post #213004
I'm not so sure if this applies to Source, but I know in Hammer 3.5 the compile dialog would freeze after a bit, not allowing you to see updates. It would also hog a lot of memory that could be spent on compiling. Try using a batch file, this way you can see what the compile tools are doing in real time, and hopefully speed up the process.
Posted 17 years ago2007-02-19 04:07:33 UTC Post #213005
Madcow - But "nodraw" dont show stuff.. so where can i use it so the player dont notice it ?? ( Right now i only use it on my windows )

Caboose - My Hammer show it live.. It think it aways do in the ver. for Source..
Posted 17 years ago2007-02-19 04:11:39 UTC Post #213006
Big open maps take a long time to compile. Leave it on overnight and see if any progress is made when you check it in the morning.

A compile log would help too. And post this in the correct forum next time, please.

:)
Trapt Traptlegend
Posted 17 years ago2007-02-19 04:32:34 UTC Post #213007
You could wait all night, but I wouldn't recommend it! ;)

Try running with fast vis to preview the map. Try these things to quicken your compile:

? Func_wall complicated brushwork that's not blocking VIS--Stuff that seperates one part of your level from another is a good thing for keeping your wpolys down. (Null any unseen faces of visible entity brushes, as they will be rendered almost all the time).

? Scale up your textures a little--try X2 and watch how much faster your compile goes. Doing this too much however will make your map/lightmaps look like shit.

?Simplify any crazily complex architecture. You'll find that many times complex structures will look almost identical to something with 2/3 of the brushes. Also, many times complex stuff that looks great in the editor turns out to look very plain in-game, and then it's just a waste of resources.

?Errors of all sorts can add needless eons to your compile time. Check your compile log to make sure you're error-free.

If you want, I can look at your map and give more specific advice. :)
Posted 17 years ago2007-02-19 04:59:04 UTC Post #213011
? Func_detail complicated brushwork that's not blocking VIS--Stuff that seperates one part of your level from another is a good thing for keeping your wpolys down. (Nodraw any unseen faces of visible entity brushes, as they will be rendered almost all the time).
Source, rowley. I know it's in the wrong forum, but he does say CSS.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-19 05:06:42 UTC Post #213012
LOL I didn't even realize it was for source! (I wouldn't have commented had I known).
Posted 17 years ago2007-02-19 05:11:29 UTC Post #213013
same methods are used, so you still helped :)
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-19 05:12:10 UTC Post #213014
Sry for bad forum.. iam used to make CS maps.. But trying CSS.. Sry..

Right now iam trying to make my wall and floor a bit more thin than it used to be.. ( floor = was 32, going 16 ) ( Wall = was 32, going 8 )
Does that sound ok ?
Posted 17 years ago2007-02-19 05:16:27 UTC Post #213015
urm... that wont help at all...
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-19 05:20:22 UTC Post #213016
As the compile removes all the unseen faces how is the thickness of the wal going to help? I think func_detail any thing that is for er...detail and if you can model replace any crazy small things with props.
Posted 17 years ago2007-02-19 05:32:45 UTC Post #213017
i know it wont help with my problem, but it make it easier for me to find stuff that are unseen.. my question there was just what you think of the thickness for wall and floor..

I will replace stuff i can with models.. but then i come to a new question.. How to make ex. a bottle to break when shooting at it?
I cant find any tutorials about that.. I dont think there is enough tutorials about Source.. :(
Posted 17 years ago2007-02-19 05:39:55 UTC Post #213018
For a world brush func_breakable and for a model I think theres a setting in prop_physics
Posted 17 years ago2007-02-19 08:45:13 UTC Post #213025
Yeah, a prop_physics with one of the models in the props/garbage folder should work. I find it strange that you would have any trouble breaking the bottle, since the default behaviour makes it break. You actually have to alter the settings if you want an unbrekable bottle.
Posted 17 years ago2007-02-19 14:32:37 UTC Post #213053
I know it sound stupid.. but i couldnt break it before.. Surely because i use another "prop_???" there are many..

But i think i have good answers now.. i?ll try them out.. :)
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