Whilst you seem to grasp the mechanics of hints, you don't seem to understand the process of vvis.exe.
I understand it. And I never meant that hints are gonna drastically slow down compile time.
Merely that they make more vis-leafs, more vis_leafs increase time to compile because vis has to calculate each one and what it can see.
He was originally asking how he could cut time so I pointed out that more leafs=longer compile times. (even if it's only in seconds)
There really isn't a huge difference in compile time from a small (optimized) map to a large map as far as vvis goes, so I didn't mean to be -um, I don't know, confusing?
Between my smallest map and largest vvis is probably between 5-20 minutes. (my comp is pretty fast)
Now lighting on the other hand could be alot larger time diff.
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From the pics I'd say a few things could be improved for compiling AND framerate in game.
1: I don't see a problem with the pyramid as far as vis-leafs go. Like Terr said though a hint across the top could help to stop splitting leafs as much. It won't help optimize any (as far as blocking vis goes, although it will clean it up and make fewer leafs), and there isn't alot you can do about that except fitting skybox to it....
If you only want square leafs (no reason but if you do...) then you could actually make the pyramid like a stepped myan pyramid, then just have angled func_details between the stairs to make it look trianglular. But I wouldn't do that.
2: skybox: All the details up top around your map should be skybox, it would help performance and cut down quite a bit on vis time.
At the same time you could make the tip of the pyramid end at the level of the skybox. Then it would have NO leafs above it that are basically worthless anyway (doesn't seem players can jump that high).
Right now it looks pretty close to that same level so you are pretty much set.
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With that said the major issue you have is your map is one huge open area and the ONLY thing that blocks vis is the pyramid itself.
Around it you have HUGE areas of openness. players will be able to see the entire map almost all the time. It's gonna slow down framerate in game AND take along time to compile even if you do as I say above.
It would help your map alot for gameplay (sniper site lines, framerates, etc...) to close it off alot. Put some buildings on the other side of the 'road' (grey tex, I guess it's a road) and even make the road half as wide to pull those buildings in closer.
Fill in the edges of the map with buildings/cliffs to take up alot of that open space.
(less airspace = shorter vis compiles).
It'll also make it look more interesting and give more areas, corners, nooks for players to hide/take cover.
And add more stuff to block vis and sitelines.
Even inside the pyramid you have that huge long tunnel that gives players no cover and doesn't block vis from one side to the other like some walls with doorways could.
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