Best way to deal with portal flow

Discussion in 'Mapping Questions & Discussion' started by MrAlBobo, Feb 28, 2008.

  1. MrAlBobo

    MrAlBobo L13: Stunning Member

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    so...yeah, my portal flow refuses to run through all the way
    thus far to fix it ive:
    shrunk the skybox to fit as close to the map as im willing to have it
    turned alot of things into func_details, and used nodraw to fix any visability issues
    removed alot of things that used alot of brushes and used significantly less to build it again
    i also tried out some area portals but that seemed to give me errors
    overall, this changed my portal flow for freezing at 2 to freezing at 9...

    so...at this point any input would be useful

    right now i am contemplating removing the entire deck of my ship level and replacing it will about 15% the number of brushes that are there now, but that is a rather large project and id like to avoid doing that again...


    edit: my map essentially requires at least 3 large open areas with minimal division between them
     
    Last edited: Feb 28, 2008
  2. shpladoink

    shpladoink L3: Member

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    Do you get any leak errors when it compiles? Does it just take a really long time to compile, or does it completely freeze?
     
  3. MrAlBobo

    MrAlBobo L13: Stunning Member

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    i fixed the only leak i had, so none of those
    well...
    from 1-5 it takes 3mins, from 5-7 it takes 20mins, from 7-9 it takes 50mins from 9 to 9... it takes 2 hours
    im thinking thats a freeze <_<
     
  4. Earl

    Earl L6: Sharp Member

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    Go to your visgroup panel on the right, and uncheck all entities, props, tool brushes, and detail brushes, leaving only world brushes and sky. Of what you can see, turn everything that is not orthogonal (not square) or does not effectively block the view of another area into a func_detail.



    (Also, remember to re-enable everything in the visgroups before you compile. I once spent an hour on a full final compile of a map, only to realize i hadn't compiled the clip brushes with the map.)
     
    Last edited: Feb 28, 2008
  5. Scotland Tom

    Scotland Tom L6: Sharp Member

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    The compile can look like it's frozen even though it's still working. At this point I always personally assume that the compile process is running unless it specifically stops and tells me its failed. I've heard stories of people (with highly UN-optimized maps) allowing days for their compile to finish. Nope, it doesn't look like it's doing anything, but it probably is.

    Most likely your map needs some optimization. In my sig there's a link to another thread that can guide you to some great optimization tutorials. They're worth checking out, and may very likely help you with your problem.
     
  6. phatal

    phatal L6: Sharp Member

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    Put all brushes that form cylinders or are not 45 degree angles in a visgroup of their own. Disable this group and compile, I'll bet you have no problems.

    With this knowledge narrow down which of these angled brushes are more erratic and start including them with the compile until you find your culprit.
     
  7. Baysin

    Baysin L2: Junior Member

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    Just to add my thoughts, it may very well be as everyone is suggesting.... 2 hours is entirely possible and doesn't mean it's locked up. Furthermore, it's not always clear, to me at least, exactly what causes the compile process to speed up or slow down. I mean, a lot of things are known, but the other day I was working on my map and noticed that the compile process actually sped up after I'd worked on it for a couple of hours... adding lights, brushes and props, mind you, not doing optimization.

    On a side note, I would assume that your processor speed or maybe memory would also influence compile time? What about multi-core vs. single core? Anybody know for sure?
     
  8. MangyCarface

    aa MangyCarface Mapper

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    All I know is I've got a quadcore processor and I still have massive slowdowns on vvis. I think your graphic card is involved somehow because I've had my video driver fail before on compile. However, I have noticed that my quadcore makes a full light build blazingly faster than my old single core computer. Just not as much for vvis.
     
  9. MrAlBobo

    MrAlBobo L13: Stunning Member

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    if it matters ive got an intel quad core overclocked to 3.2Ghz, 2 gigs of ram at 800Mhz, and a Nvdia 8800 GTS
    so...if anything slows down my computer to a point that i can't do anything at all, i assume something is wrong
    and...2 hours is a far too long time for compiling, especially if it literally sucks up all the computers resources, and even so...it was 2 hours to go from 9 to 9... that is too much

    my map is still in the fairly early stages and i do not have anything even remotely cylinder

    and now...a new question based on what i have read...how do i set visgroups?
     
  10. Narkissus

    Narkissus L5: Dapper Member

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    Im pretty sure its not built to make use of a quadcore.. Hell even a dualcore. But, yeah i have a map that is pretty darn big and it takes like 10 seconds to do VVIS, I just optimize as i go, it seems to be the easiest way to do it.
     
  11. MrAlBobo

    MrAlBobo L13: Stunning Member

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    yeah...my 1st map...didn't find out about optimizing until later <_<

    and that is exactly my point, there is no way hammer should be using all 4 of my cores to full extent, and that should still allow me to do other things on my computer

    now i have got a new error message, as the portal flow runs it says that "areaportal is not connected on two sides, and i have checked the area portals up and down, they are all touching the wall around them with no space in between, and not overlapping into the walls, oh wait...a thought just occurred...a func detail can't seal that space can it?
    ill throw around some no draws to test it out
     
  12. Koei

    Koei L4: Comfortable Member

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    Hammer gets both my cores to 100% when compiling (C2D@ 3.4 + 2gb +8800GTX). But even then I can still browse the internet without problems (opening new programs and screens takes a bit longer than normal, but browsing itself is fine)
     
  13. Earl

    Earl L6: Sharp Member

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    All the compile tools are written to use multiple threads, and therefore multiple cores. They're even designed to be distributed over a network. So it will utilize all processing power, even on a 512938123 core system OC'ed to 8.1337 THz.

    However, if you don't want it to lock up the rest of you computer, you can give vvis and vrad the "-low" parameter in advanced compile options, and it will give them low priority in the windows task scheduler.