vis flow...ANNOYINGLY LONG

commando

Newbie
Joined
Aug 1, 2003
Messages
1,881
Reaction score
0
can someone please help me..

VVIS Flow is getting stuck on like 6...7.
it is soo annoying and long!

i have a town map....
so i have no idea on where to add the hints to the map.

i have looked at the city_17map that valve done. and they only added 2 HUGE hint brushes to the outside city area of thier map on the levels that the player can get on.

i did the same but the compiler still goes sooo slowly :(
I also added portals and it isn't making a difference :(
can someone who is making a big town map please tell me how you are coping with this annoyingly long compile time?
 
I am working on a Large Scale Map, basicly 3X the size of the whole grid (x,y) x 5 on (z), Extreemly Large.
What you want to do is Use Func_Detail on anything that does not block visibility. Personaly on a map like the one i am working on, this wasent going to work for me. I made every Single polygon a func_detail. since i have a 3000 unit Draw Distance it wont affect the gameplay frame rate wise. And i can make the Map as huge as i need it. With 3-6 hours of compile time (all night).

So in the end Vis compile time will be the least of your worries.
Vrad will take 90% of the time compiling. And there is no way to speed this up. unless you remove lights.
 
hey agentXen i added u to my msn :)
please add me :)
i really need help.
so basically make EVERYTHING Func_detail as in buildings..hallways..roads.***bble brushes...all of it?
it is so annoyingly taking such a long time with the portal_flow :(
i mean it stops more or less.
i added u...i would give u my map so u can go in and nit pick it to pieces if u wish :). so need help with this! i dont even think it is a big town
 
Back
Top