Normal compilation seems to be freezes

Morlock

L1: Registered
Jul 1, 2008
3
0
Hi, all. I have 5 days experience of using hammer so I have some problems with it :). Now I'm working on my first map for TF2 (CTF). Yesterday i have noticed that compiler freezes when I launching normal compilation (freezes at vvis stage). I tryed to use HINT texture (placed brush with that texture to the windows and door openings) but it's not helped. Please look at my map (attached), maybe you can found the problem. And an 2nd problem. When map compiles seccsessfully with fast compiling all prop_detail models looking in game like big "ERROR" model

P.S. also if you have some hints how to make my map working and good looking, please say me (or leave some comments about colors, sizes and etc.). I really want to do interesting and good looking map for TF2! :)

P.P.S. sorry for my english and a lot of brackets :)

Map -> http://www.uploading.com/files/34V5LSDG/tf2map.zip.html
 

drp

aa
Oct 25, 2007
2,273
2,628
have you checked for leaks? a map has to have some serious problems to not even compile. i dont believe you can load your pointfile without a compile, so make sure the whole map is enclosed.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The compiler may appear to freeze but actually it's not. Just let it compile for a while.
 

roninmodern

L3: Member
Feb 5, 2008
124
5
yeah. when compiling all 4 of my cores max out, I think. There's a lot going on.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Pics are nice. I can't DL the map right now so...

Anyway. Read up on optization. That's where your issues are.

1st: windows and doors (if the terrain around them is world spawn) already break up the vvis (that's what world spawn brushes do) so adding hints is most likely only complicating them, the exact opposite of what they are meant for.

2nd: what you want in windows and doors (if it helps, you need to test it -( +showbudget in console) is area portals (set to open). They actually block stuff from being rendered as opposed to hint brushes which just make more leafs.

leafs block unseen leafs from rendering. Area portals block unseen leafs ADN things inside seen leafs that player can't see from rendering. There is a difference but ill placed area portals and hints can make things worse.

On that note, a well optimized map will run through vvis fairly quickly, an un-optimized map can take A LONG time.
 

Morlock

L1: Registered
Jul 1, 2008
3
0
Thanks for fast answers. Now i'll try to answer. Map hasn't leaks. Whole map is enclosed by hollowed box with SKY2D material. And areaportals didn't help. But helped reducing size of the skybox. Before it skybox was about 1000 units (X,Y,Z) larger then map. Now map compiling about 5 minits.

And what about my second question? Why my prop_detail models became ERROR in the game?
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
Had this same problem when i made my first map (though it failed miserably, should've planned :p) Do you know of an entity called func_detail? if you are not using them, your creating a virtual hell for VVIS.exe. basically, if its not a wall and doesn't seal the map func_detail it. otherwise it will cut up the maps visleafs like crazy. say you have a cylinder and 2 square columns in a room. if they are not func_detailed, then the compiler tries to prevent you from even rendering behind the pillar. this is not needed, and wastes a bunch of time on compiling. so func_detail! a map should only take 5 minutes to compile if it is basic rooms and hallways, even if you don't have any hints or area portals.