Vis is getting hung up last stage

Oct 6, 2008
1,947
445
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...

Just sits there - For Ever!
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Your map is unoptimized, and as a result is probably creating and checking 1000s of Visportals, leaves, and other things. You need to do something to reduce the amount of calculations.
 
Oct 6, 2008
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I don't know what happened to it - my last full compiles took about 15 mins - I fixed one broken area portal that became bugged hall of mirrors thing - and bam - 3 Hours +.

Compile finally done. I am seeing a new RAD message that I've never seen before - Patch Sample Radius Clamped - any ideas what that one is?

I'm also getting the warning VRAD>Max limit appraoch - I used VBCT this time to compile so this is another new one for me.
 

Requiesta

L1: Registered
Feb 23, 2016
26
12
Have you made sure that all your cylinders and spheres (and other oddly shaped brushes) are func_detailed or tied to another entity?
 
Oct 6, 2008
1,947
445
The compile finally finished - everything looks great! Thanks for the help!
 
Oct 6, 2008
1,947
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Unfortunately, I have no idea - it went from here to here in about 5 mins

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5

From here to here - 25 mins total

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...

Then sat there for 2.5-3 hours getting to 10. Maybe vis does it incrementally - starts small then builds up and then does a complete vis run on the entire map calculating how everything works with everything else. I know what the program does, I just don't know how it does it.
 
Mar 23, 2013
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Now if you have optimized your map by making some stuff func_detail so you don't have any wrily and wonky visleavs then perhaps you can have some very open area somewhere in your map? When you ahve a huge open area like, for example the coast in HL2, then the vis compile take hours.
So if you have an area as open like this, usea func_viscluster to turn all these visleavs into one giant visleave. This can have a negative impact on the performance in your map but might compleetly cut down your vvis compile time.
 
Oct 6, 2008
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Well I had one broken area portal (gave me hall of mirrors but no leak) fast compiles, deleted it, remade portal and vis stops - the area is a small doorway/room/hall area in the middle of the map - one side leads to a large outdoor area - so I was left scratching my head. It wasn't a T-Junction type of thing either in case you're thinking that.
 

henke37

aa
Sep 23, 2011
2,075
515
Just show us the portals when loaded back into hammer.