All Maps are full Bright Created 19 years ago2005-02-20 09:49:53 UTC by blackravent blackravent

Created 19 years ago2005-02-20 09:49:53 UTC by blackravent blackravent

Posted 19 years ago2005-02-20 09:49:53 UTC Post #91997
I have just recently compiled a map with no leaks and now all of my old maps are full bright. I have a n error in the new map while running vis:
WARNING: Cluster portals saw into cluster
Optimized: 0 visible clusters (0.00%)
Any help?
Posted 19 years ago2005-02-20 11:28:41 UTC Post #92001
I had that error when my model which was a door got in the way of another model (gas meter) and went through it.

I deleted the model and it worked fine.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-02-20 14:19:11 UTC Post #92039
On what map was that? The new one or a old one?
Posted 19 years ago2005-02-20 14:39:56 UTC Post #92052
I cant find the problem iv even deleted all my old maps cant solve it and iv wiped the sdk. Fun. :D
Posted 19 years ago2005-02-20 20:06:41 UTC Post #92126
I remember hearing somewhere...that if you don't have a regular "light" entity or a "env_light" somewehres in your map, then it will automatically make the map fullbright. So, if you're just using dynamic lighting etc. than that would most likely be the case.
Otherwise...I have no idea. :
Posted 19 years ago2005-02-21 13:35:09 UTC Post #92232
Iv wiped the sodding sdk, wiped all my maps, started afresh and guess what? Its still clucking happening with a new simple map.
Posted 19 years ago2005-02-21 15:21:59 UTC Post #92250
What compile tools?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-21 17:32:29 UTC Post #92325
Iv tried both, CST and the valve tools.
I seem to of sort of found the problem: Any semi-complex brushes that have a lot of vertexs cause it. I dont know why this is happening as I have used many complex brushes before this happened.
Posted 19 years ago2005-02-21 20:58:03 UTC Post #92392
Did you check for problems in Hammer?

You should place hint brushes over all complex geometry. You see, non-func_brushed or func_detailed geometry will carve up the Binary Space Partition. This creates a number of leaves and portals and then they will begin to ineffectively split and wreak havoc on VIS.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-02-22 05:22:46 UTC Post #92498
Well I have now made all of the complex shapes func_detail now and it seems to have worked nicely (fingers crossed) :P
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