VVIS get stucks Created 7 years ago2016-05-09 13:23:25 UTC by keevlicious keevlicious

Created 7 years ago2016-05-09 13:23:25 UTC by keevlicious keevlicious

Posted 7 years ago2016-05-09 13:23:25 UTC Post #330076
Hey,

I have a problem. I have a realy big map. It has only 4400 numportals. When I compile it on "fast" with basic compiler, it works fine. As soon as I compile with full/final with advanced compiler, he get stucks at 9... and crashes after 8-10minutes.. And yes, i tried Valve Compiler instead of this Batch Compiler, no success.. Which means, I cant compile full... Even the log is not usefull because the last line of log only says: 9.... and thats it...

http://i.imgur.com/ZZLQcMU.png

What is the problem? I placed func_detail very good. Any idea? :(
Posted 7 years ago2016-05-09 13:47:09 UTC Post #330077
Map looks like it has a pretty large open space. You need to func_detail more things, and add area portals in every appropriate place if you have not yet doe that.

Are you using any visclusters? They can reduce your compile times. However, massive ones can make certain parts of the tools crash so be wary.

One thing to test and try and eliminate variables that might be causing your crash and long compile
  • Func_detail EVERYTHING in the map except the hull (outer shell). See if it compiles. (Don't put everything into one func_detail, but make most everything part of at least a func_detail).
  • Try covering half the map in a giant solid brush, then the other half, or even more like 90%. Does it compile?
Posted 7 years ago2016-05-09 13:58:41 UTC Post #330078
Thanks for the reply.

No im not using any viscluster because i dont know how to set it correctly.
I have a big room the middle of the map. Should i make the walls of the room func_detail and test it again? because then if you are inside, the map will render players view outside as well and i loose fps on the map i think.

EDIT: Weird thing is, when i make the walls func_details in the big hall, i get more numportals instead of less...
Posted 7 years ago2016-05-09 14:10:18 UTC Post #330079
Also, i covered many many things to func_detail:

http://i.imgur.com/PIhsvAL.png
http://i.imgur.com/GeOqhTB.png
ttp://i.imgur.com/2i4gGs1.png

The map still has many blue lines.
Posted 7 years ago2016-05-09 19:59:44 UTC Post #330080
I've been out of the game for a long time, but maybe check out some of these tutorials and articles by Will2K over at GameBanana. Will2K puts a lot of time and effort into these guides, HIGHLY recommended reading

If you still can't get it sorted and don't mind posting the vmf, we can take a closer look at it for you.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2016-05-10 00:56:32 UTC Post #330082
Well, i solved he problem. I just used func_viscluster and areaportals and its working fine now :)
Posted 7 years ago2016-05-10 06:58:18 UTC Post #330083
Awesome.

Visclusters are good for large open areas like your showcased in your map. Note: If you ever start using them, and RAD crashes on compile, you've made the viscluster brush too big.
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