Compiling not working.

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Peligrino

L1: Registered
Jun 25, 2010
47
1
Its not because of an error, its because when it gets to Process Block Thread it just freezes up and says VIS isn't working. Anything I can do to stop this?
 

Peligrino

L1: Registered
Jun 25, 2010
47
1
Mick-a-nator: No, I've waited extremely long times and it never finishes.
bubblewrap: I only have one map at the moment, I havent tried with another one.
 

Drexer

L2: Junior Member
Jun 23, 2009
66
42
Try it with an official Valve map or make just a box and try it. It's just to confirm, but the probable reason is that your map is unoptimized/everything is world brushes.
 

bubblewrap

L1: Registered
Jan 2, 2010
22
4
Would making all the brushes func_detail help?

Definately not. Func_detail doesn't seal the map, which would only mess things up more. Only use func_detail for small, fiddly brushes that you dont want to be considered when the compiler works out the visleafs.

Also, try drexer's idea of making a quick little box map to make sure you can compile properly at all.

Edit: If you already changed everything into func_details (silly) just select every brush that connects the interior of the map to the exterior (the walls, basically) and click the toWorld button on the right.
 
Last edited:
Feb 18, 2009
640
629
assuming you haven't made everything func_detail (please don't :(), how much func_detail have you got? As mentioned by bubblewrap, but there's a bit more to it. I don't mean to confuse you, so if the following does, just ignore it.
Basically, a func_detail is treated by the compiler as a prop (I believe it compiles them separately and places them into the bsp after creating the world). You need to use them when you have a brush that you don't want to cut up vis (both, visibility and the compile process ;)). These cases include stairs, stuff that you can see through, and most other details or things with large amounts of geometry relative to their size.
 

Peligrino

L1: Registered
Jun 25, 2010
47
1
Thanks to everyone for their help! I didn't change anything to func_detail yet so dont worry. Im still in the very early stages of my map and the map is 5 CP so I still have a lot of empty space. Compiling does work for a box in an empty room, so I'll build more in my map and then see if the visibility has gone down to more manageable sizes for my computer.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
If you have any complex brushes in your map (like spheres, cylinders, cones, stairs), you should turn them into func_details.
 

Drexer

L2: Junior Member
Jun 23, 2009
66
42
Thanks to everyone for their help! I didn't change anything to func_detail yet so dont worry. Im still in the very early stages of my map and the map is 5 CP so I still have a lot of empty space. Compiling does work for a box in an empty room, so I'll build more in my map and then see if the visibility has gone down to more manageable sizes for my computer.

It wont go down. It's mainly a problem that you have to solve 'or else'. Compiling should not take more than 5-10 minutes.

You basically need to func_detail everything that works as detail and not as a wall. Why don't you take some screenshots of the map in hammer and we'll explain it better to you mayhaps.