hlvis gets stuck Created 20 years ago2004-05-24 04:09:08 UTC by baadu baadu

Created 20 years ago2004-05-24 04:09:08 UTC by baadu baadu

Posted 20 years ago2004-05-24 04:09:08 UTC Post #28447
i have made a map with two villas and outside environment.u can go in to everyrooms as well..since it consists of outside environment i had to make a huge skybox around it .....but now my hlvis gets stuck...my map when compiled without running hlvis gives slight lags on the server...

please give me sometips on making outside environment maps ...
and gimme theories as to why my hlvis doesnt run..on this map...????

baadu
Posted 20 years ago2004-05-24 05:55:47 UTC Post #28461
Do NOT make use of the skybox method. Instead, cover the outside region with a ceiling brush, and give that the sky texture. You'll see the sky just normal, but you'll prevent a lot of extra faces (outside parts of map) to be compiled. And indeed, HLVIS has a lot less work to do.
Posted 20 years ago2004-05-24 05:57:54 UTC Post #28462
Lags? Check your r_speeds.
AJ AJGlorious Overlord
Posted 20 years ago2004-05-24 06:16:59 UTC Post #28471
He first needs to run with HLVIS... :)

Because he used the skybox method, the work for HLVIS became so complex it locked down his computer.
Posted 20 years ago2004-05-24 11:22:58 UTC Post #28494
HLVIS works slow aswell. Sometimes it takes 500 secs before its done so...be patient. (Had to learn that to)
Posted 20 years ago2004-05-24 13:13:49 UTC Post #28504
500s is nothing. Some (poorly laid-out) maps can take hours and hours.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-24 13:38:54 UTC Post #28505
Some good layed-out maps can do it in less... :)
Posted 20 years ago2004-05-24 15:11:18 UTC Post #28521
HLVIS does take a long time to run if its a large map anyway, specificly if you have A piece of crap computer such as mine.
Posted 20 years ago2004-05-27 02:54:22 UTC Post #28853
cap p....did not understand what u said...in my map one can roam around outside as well as inside each rooms in the villa...i created a box exactly fitting all these things and gave it sky texture on the inner surfaces....
Posted 20 years ago2004-05-27 03:45:10 UTC Post #28859
The skybox-method means one puts a large box around his level covered with the sky-texture. You'll see sky, that's not the problem. And you made it exactly fitting you say, that's not the problem too. What happens, is that a lot of space is between the outside of your map and the skybox. Space where the player never comes, what the player never sees, but what is being compiled since it's not in contact with the void. Wich results in unnecessary extra VIS and RAD work. Why compile it when it's never seen or noticed?

I've uploaded a little .rmf to show the good and the bad way to do it:
http://www.websamba.com/captainp-home/custom/skybox.zip

Compile it and see that in the area where the player starts, that the outside of the room the player is in is also compiled. Look at the second room (noclip to it) and you'll see the outside of that doesn't exist in-game. Now, modify the map so the box exactly fits the room. Then take a look from the outside and you'll see the outside of that room is still being compiled. That is because any face that touches a skybrush is being compiled, resulting in unnecessary work for RAD.

You must admit the second method is easiest and works best.
Posted 20 years ago2004-05-28 11:25:24 UTC Post #29052
Guns on the ground? In CS or HL?

HL: weapon_... entities do the job.

CS: armoury_entity does the job here.
Posted 20 years ago2004-05-28 12:25:45 UTC Post #29055
Just place an armoury_entity were you want the weapon to be, and select the type of weapon and the amount of weapons. That's all.

As for pistols, I don't know how to place these. It might well be that that requires coding.
Posted 20 years ago2004-05-31 07:44:37 UTC Post #29462
What kind of computers do you all got, 500 sec.s It takes me only 40secs tops for some of my biggest maps. anywyas..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-05-31 10:10:07 UTC Post #29487
So your maps are boring and simple with poor lighting?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-31 11:29:04 UTC Post #29488
dude i have a p4 1.7ghz.512 sdrram,geforce fx 5600 256mb ram..

i think i need to do some serios rspeed reduction work on my map...gonna be lots of work ..but my map aint that big..just detailed when it comes to objects and stuff.i used a hell lot of blocks and cylinders..
Posted 20 years ago2004-05-31 13:05:38 UTC Post #29498
Cylinders? Make them func_walls or stop them from touching other brushes. If you don't know why, look at your map in HL and enter "gl_wireframe 2" in the console. Go look at the pillars. Nasty, eh?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-31 13:17:40 UTC Post #29504
no, actually my maps are really good and very detailed, maybe its because I put in alot of loading points sort of like in the half-life game.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-05-31 13:19:03 UTC Post #29505
Oh and seventh, I never thought of making them func_walls, thanks for the tip.
Unbreakable UnbreakableWindows 7.9 Rating!
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