Map not compiling...

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dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
It's likely not freezing. VIS takes a long time for unoptimized maps. For reference, how many portalclusters and numportals do you have in your map? Those numbers appear under VIS during compile time.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Yeah, I can't help but agree. My map did the same thing before I learned what a func_detail was. This tutorial is probably your best resource on what to turn into a func_detail. But in general, do it to columns, cylinders, stairs, and virtually anything that isn't plugging leaks or portioning off chunks of the map.

EDIT: Curses, dirtyminuth! I'll beat you to it next time!
 
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dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
You don't have to get it to compile successfully, you just need to start the PortalFlow process. Check "<your map name>.log" (same directory as your map vmf), scroll to the bottom (latest compile entry), and search for numportals / portalclusters.

For reference, I have a medium-sized CTF map, using hints only, with 591 portalclusters and 1405 numportals.

/\/\/\: Haha, Hawk. Foiled again!
 
Oct 25, 2007
219
690
Running VIS on my PC used to take a long time. What really helped was learning how to make effective area portals. I found them a bit tricky at first, but now when I design a map, one of the first things I plan are the area portals.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
Thanks, I finally got it to compile... but reading through that optimization guide... made me realize that my map was done sloppily, with walls not touching the ground, brushes going inside of each other, etc. So I'm planning on just doing it over, with optimization in mind.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Thanks, I finally got it to compile... but reading through that optimization guide... made me realize that my map was done sloppily, with walls not touching the ground, brushes going inside of each other, etc. So I'm planning on just doing it over, with optimization in mind.
One thing i did was when i started.. I ONLY used grid 32 and 16. 32 was everything but stairs, It helped me learn the importance of staying on grid and having everything meet up /touch. In time i now use 8 as my main, and 2/4 for props.