Sudden VVIS problem

Fender357

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I've got a weird problem happening thats really killing me. Every time I try to compile my map now VVIS goes nuts. As its counting up the Portal Flow stuff, it freezes when it gets to 6. I have to ctrl alt delete hammer, then VVIS. Even after I get hammer off VVIS is on and using up all of my CPU. I really havn't done much of anything drastic that could have done this. All I've done was make a little door. Not even a real door, just a frame and a door texture, no moving parts or anything. And I've been compiling my map over and over up till now with no big problems like this. Need super time help now :|

[edit]After reviewing some of the Hammer stuff on VERC I think I know what the problem is, but I just barely understand it. Too many portals on a leaf. I think I know what to do, but its too late right now to get into it. If anyone happens to know I'd love to know if my tiny thoughts of mabieness are correct.[/edit]
 
Welcome to the world of long compiles. Here's my VVIS log from last night's map release:

1 threads
reading e:\steam\steamapps\omgmyaccountname\sourcesdk\hl2mp_sample_content\maps\dockside1d.bsp
reading e:\steam\steamapps\omgmyaccountname\sourcesdk\hl2mp_sample_content\maps\dockside1d.prt
785 portalclusters
2488 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 1913 visible clusters (0.00%)
Total clusters visible: 266118
Average clusters visible: 339
Building PAS...
Average clusters audible: 728
visdatasize:148726 compressed from 163280
writing e:\steam\steamapps\omgmyaccountname\sourcesdk\hl2mp_sample_content\maps\dockside1d.bsp
2 hours, 36 minutes, 0 seconds elapsed
 
Ok, so pretty much it isn't freezing. Its just thinking a whole lot? Because I knew eventualy the compile times for this map would get long, but this is extremely sudden. It had been at just 3 minutes before.
 
Mine was quite happy at 56 minutes for a while. Next compile, it took 4 hours. No idea why. I hope to work it out one day. Maybe some kind of verbose output would help.
 
run your VVIS compile on fast instead of normal until your final compile. also start to look into optimizing your map.

yes vvis sucks time, but its a beautiful thing.
 
Pi Mu Rho said:
Mine was quite happy at 56 minutes for a while. Next compile, it took 4 hours. No idea why. I hope to work it out one day. Maybe some kind of verbose output would help.

yeah, mine was happy too, i think it has to do with long brushes intersecting and even more so when you start to put in displacement. thats when i started to notice most of the vvis slowdown.
 
Which is interesting, because displacements don't occlude.
 
Pi Mu Rho said:
Mine was quite happy at 56 minutes for a while. Next compile, it took 4 hours. No idea why. I hope to work it out one day. Maybe some kind of verbose output would help.

I think I remember you saying you were going to add hint brushes to your map yesterday?

Well when I was getting really long compiles I started deleting stuff to see what was causing it, after deleting nearly everything I deleted my hint brushes and compile times went down drasticly. I probably had them set up wrong, but its something worth trying as compile times of 1 hour plus just get really annoying and unproductive at times.
 
My compile times went up before I added the hint brushes.
 
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