A humorous reminder about visgroups

Dfoz98

L1: Registered
Aug 8, 2017
20
11
Not a question, but rather just a quick, friendly reminder.

I was looking at my map from above and turned off my skybox to get a better view. A little while later, I went to test a change in game, and well.
20170810212057_1.jpg
(I think I may have a leak somewhere.) (Nah, probably not)


Hopefully this will serve as a quick and humorous reminder, always check your visgroups before compiling.

(P.S I wasn't sure where to put this thread, Mapping discussion seemed best. If there is a better place, please let me know and I'll gladly move it)
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
I remember that catching me by surprise when I first compiled a TF2 map. I was wondering what happened to my map.

When I mapped for TFC, visgroups had no effect on what compiled. Back then, they only affected what you could see in Hammer, which was useful for organizing, and for getting brush entities out of the way so you could see what the map looks like. Everything compiled whether or not their visgroup was visible.
 

Dfoz98

L1: Registered
Aug 8, 2017
20
11
That sounds like a better way of having things done. However, just a few minutes ago, I used visgroups to disable some entities to see if they were causing issues. I can see advantages in both methods.
 

mat_phong 0

L1: Registered
Jul 10, 2017
24
9
ah, if your map is still with some odd effect in the skybox, check if there's any ***leaked*** in your compile log. if that dosen't work, check for any places where the skybox isn't being closed by whatever you mapped
 

Dfoz98

L1: Registered
Aug 8, 2017
20
11
Mat, I know I have a leak. What happened was: In hammer I turned off my skybox in the visgroups and forgot to turn it back on before testing the map in game. As soon as I saw the Ghosting (Or the Hall of Mirrors if you prefer) Effect, I knew what the problem was, but wanted to take a quick screenshot to share as I found the situation rather funny.

I apologize for any confusion.


and you could add "-leaktest" to your vbsp compile so it will stop when your map has a leak.
That's really good to know! I'm adding that to my parameters, thanks for the info.