As the title says, and it makes my map lag whenever i look at it. I tried to make fog but, i can still see it, but a prop that is next to it dissapears.
I tried with,without and fast. All same results.I don't completely understand what's happening there, but did you run vvis? Even if you have walls, without vvis, everything will be rendered anyway.
Oh. I actualy used 3d skybox. Il change it and try again.Did you make a seperate skybox for the 3D skybox? Did you make sure the 3D Skybox uses 2D Skybox to not mess up?
A full compile is preferable, but I can at least see here that VVIS is crashing even on fast. I'd load up the portal file and check for any overly complicated visleafs.Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
2 threads
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.prt
6966 portalclusters
28753 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9..Valve Software - vrad.exe SSE (Feb 17 2017)
Im kinda new to the optimizing thing. Can you explain what you mean?A full compile is preferable, but I can at least see here that VVIS is crashing even on fast. I'd load up the portal file and check for any overly complicated visleafs.
I did try it on normal mode but it still didnt work.A 'fast' compile will set VVIS to do a fast visibility check on the map, which doesn't actually do any work calculating what you can and can't see in the map. That part is what tells the map that no, you shouldn't be able to see the skybox like that from the play area. Since it's not doing the visibility pass, it's going to render the 3D skybox as if you can always see it.