Discussion in 'Mapping Questions & Discussion' started by Swordz, Sep 22, 2009.
VRAD Crash on HDR mode
blabla solved viscluster thing
You do know what a viscluster is, right?
um... you shouldn't be changing func_details to func_visclusters...
func_visclusters are never solid or visible, you use them where there a a bunch of small, useless visleafs that can see each other to save vvis some time.
I learned now. I forgot to make a trigger area. it's working now
vvis is taking 4 hours :/ they are my last hope
If you had posted the VMF in the other thread like everybody asked you then you wouldn't be there wasting time trying to solve an issue which you clearly don't understand. Why won't you post it? What's the worse that could come out of it?
i'm just lazy. the map is working, it just takes time on vvis. i will post it after compiling
But 4hours is a massive time!
Use func_viscluster only for large open outdoor areas, and ensure it never crosses the surface of water or areaportals.
If you don't have very large outdoor areas or indoor warehouses etc., odds are the problem is better-solved with something else.
I have no empathy for you and will make a point of NOT answering further questions on this subject.
If you're too lazy to click 3 buttons, I'm to lazy to give a shit.
I don't want to reveal the surprises of my map i used the wrong word
btw, it's almost solved (reduced from 4 hours to 2)
TBH i admire his willingness to learn this stuff personally. Too many people around here asking for 'fix' hand outs. Nobody ever learned anything by having someone else solve their problems for them.
"Here's my vmf, fix it" is a pet peeve.
Atleast this way he's going to understand what went wrong and why and be able to be proud in the knowledge he fixed it himself, and most importantly be able to solve this issue and variations of it the next time it arises.
Grazr is right. You should always try to solve problems yourself.
Anyway, if vvis is taking forever (anything above a few minutes really) you probably have a lot of unneccessary visleaves that vvis must calculate. Just forgetting to func_detail a single staircase may increase the compiletime by <hugenumber>%.
You should compile vbsp and then load the portal file to see approx viscuts. If an area is filled with blue lines more func_detailing or simplified geometry is in order.
Visclusters are not something you normally use to optimize. They have their uses, but in most cases there are better methods to reach the same(better) end product.
i got thousands of problems in my map (t-junction, neighbor overflow), i like to try to solve then alone, portalflow was the only that i wasn't be able to fix, so i posted here. i didn't want you guys solve it to me, i just need to know what to do. (and i know now)
The problem isn't "I'll fix it myself", it's when someone wants help but can't communicate the right details to help-you-help-them diagnose the problem and refuses to try to work around it.
If someone posts a VMF, I'm not going to fix it for them, but it saves a hell of a lot of time going back and forth trying to clarify whether they really mean what they say by "changed func_details to func_visclusters".
If someone has a programming problem, I want to see some source code about where the crash is occuring instead of something unhelpfully vague like: "I go through all the nodes and find the right ones but it crashes halp meee".
Separate names with a comma.