lulz

Half-Life: Deathmatch HLDM
lulz by WorstMapper
Posted 6 years ago2017-08-26 11:01:19 UTC • Problems • Half-Life: Deathmatch
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Name
lulz
By
WorstMapper WorstMapper
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Problems
Included
BSP, RMF/VMF
Created
6 years ago2017-08-26 11:01:19 UTC
Updated
6 years ago2017-08-26 11:01:19 UTC
Views
1651
Downloads
420
Comments
6
Download

Yep a problem map.
I erased something from maps (light giving textures, etc.).
Before that compile time is about 150 minutes, now it's 23 minutes.
Kinda small area but i don't know why this is taking to much time...
Help!

Here's the Log.

** Executing...
** Command: C:\Program Files\J.A.C.K\tools\Vluzacn's ZHLT v33\hlvis.exe
** Parameters: "C:\Program Files\Valve\Half-Life\valve\maps\lulz"
hlvis v3.4 VL33 (Feb 2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: "C:\Program Files\J.A.C.K\tools\Vluzacn's ZHLT v33\hlvis.exe" "C:\Program Files\Valve\Half-Life\valve\maps\lulz"
Arguments: "C:\Program Files\Valve\Half-Life\valve\maps\lulz" -low
1221 portalleafs
4088 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(1.06 seconds)
LeafThread:
(1398.24 seconds)
average leafs visible: 235
g_visdatasize:102338 compressed from 186813
1399.40 seconds elapsed [23m 19s]

----- END hlvis -----

6 Comments

Commented 6 years ago2017-08-26 12:47:03 UTC Comment #21028
1. You made a huge skybox around your map. Of course VIS would take hours to finish.

2. Use func_detail for complex brushwork. Seriously, I didn't manage to find even a single func_detail in your map.

3. Lots of intersecting brushes. I'm not sure if it's ok to embed detail brushes into other brushes, but I can assure you that two intersecting world brushes will increase your map's filesize and will badly affect the performance.

4. I suggest you to replace all such patches
User posted image
with better ones
User posted image
Always tie such brushword to func_detail.

5. You have some invalid solids in your map. It's surprising that your map even compiled.

6. You should use texture lighting (texlights) instead of usual lights.

Despite all these problems, the map looks pretty interesting. Would be nice to see a polished and optimised final version.
Commented 6 years ago2017-08-26 14:55:53 UTC Comment #21031
lol was it that bad xD ??

sounds too much professional for me but i'll try now. Thnx :)
( I didn't ever used any func_detail in my life :D )

What is textlights? i'm remembering someone said about that but i forgot.
Commented 6 years ago2017-08-26 15:02:23 UTC Comment #21032
Texlights:

Textures which emit lights. Lol.
Also, yeah, please, use func_detail for detailed brushes which interrupt VIS.
Commented 6 years ago2017-08-26 15:07:29 UTC Comment #21033
Texlights are lights emitted by textures.

If you want to know more about what texlights are and how to use them, read about the info_texlights and light_surface entities. There are enough tutorials about how to set up texture lighting in your map.
Commented 6 years ago2017-08-26 15:30:24 UTC Comment #21034
ok i'm looking for now.
Commented 6 years ago2017-08-26 16:14:35 UTC Comment #21035
Hmm, right: texture lights. My bad. xd

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