- Jun 6, 2017
- 18
- 0
so it's fixed?
No, but I just wanted to thank you for helping. I attached the vmf to the message
so it's fixed?
Ok, no wonder VVIS craped itself. Despite the map being small, a huge amount of visleaf were generated.![]()
This happens when you have many small brushes, that aren't func_detail. The purpose of func_detail is to prevent generating a massive amount of those leafs due to small brushes.
First, make steps of stairs 16 units high instead of 8.
Now make the stair like this:
![]()
The green brushes are func_detail and will be ignored by visleafs, but the blue brushes are solid brushes so your map is sealed from leaks. Now there will be a single leafe covering the entire stair.
I also like to do stairs like this:
![]()
the back of the stairs is nodraw'd of course
Here a poorly drawn demonstration of how func_detailing your brushes optimizes visleafs:
The Blue box are supposed to be visleafs
![]()
Remember, visleafs ignore all kinds of entities, so func_detail on small brushes prevents unneeded tiny visleafs, but they also do not seal your map so the basic geometry of the level should stay solid world brushes.
Ok, no wonder VVIS craped itself. Despite the map being small, a huge amount of visleaf were generated.![]()
This happens when you have many small brushes, that aren't func_detail. The purpose of func_detail is to prevent generating a massive amount of those leafs due to small brushes.
First, make steps of stairs 16 units high instead of 8.
Now make the stair like this:
![]()
The green brushes are func_detail and will be ignored by visleafs, but the blue brushes are solid brushes so your map is sealed from leaks. Now there will be a single leafe covering the entire stair.
I also like to do stairs like this:
![]()
the back of the stairs is nodraw'd of course
Here a poorly drawn demonstration of how func_detailing your brushes optimizes visleafs:
The Blue box are supposed to be visleafs
![]()
Remember, visleafs ignore all kinds of entities, so func_detail on small brushes prevents unneeded tiny visleafs, but they also do not seal your map so the basic geometry of the level should stay solid world brushes.
Either by changing the design, making the walls higher (raise them to the ceiling) so player cant look over them, or try to use an area portal at the entrance to the hall way. I recommend the former.