vis 'problems'

  • Thread starter Thread starter btg
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btg

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i'm making a map of my work, which is a fair sized warehouse, and im making the racking, but when I compile it, it ****s up (vis), it does the 1..2..3..4..5 etc but the 2nd time it does it, it ony goes to 2.. and doesn't go on from there....

i ctrl alt del the vis program, and then the rest of the map compiles, and it works fine in the game...but i don't like closing the vis program everytime i need to compile this map.

so my question is, is there any way to make the racks more efficient in regards to the vis compiling, maybe they're not even related, but it worked fine until i made multiple racks.

see pic (yes, it's dark, don't remind me, i'll fix it later):

de_versa.JPG
 
I had the same problem going to check out link above.
 
You're using world brushes in an insanely complex format. VIS has to try and figure out where it can and can't see from any given point and it will take ages.

As pmab said, turn the racking into a func_detail. It should take scant seconds to compile afterwards.
 
yus, i was eating tea when i posted that, didnt actually use the keyboard, would explain the lack of text!

You should consider learning how to model too, the as there is quite a bit of duplication in those racks you could model one and then just place the model in the map several times, no vis calculations and would be in game benefits too.
 
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