- Jul 21, 2016
My map is looking, odd, as brushes and props flash when I move to certain parts of the map and become invisible. The console keeps on saying Vis decompression overrun.
I turned all of the main parts of my map into big func_details, hoping this would solve the issue for right now, but it hasn't. My map is like a big street layout, so each separate building is a func_detail, along with roads and sidewalks. I can't find any brushes on my map that arent func_details, and the time it takes to compile has changed to taking 20 minutes to about 5, but im not sure whats still causing this. I also copied the entire map and pasted it into a new vmf and put a _2 at the end of it, and that compiles in about 20 seconds, but I can't find it when I check my console or when I try to run it from hammer after it compiles.https://developer.valvesoftware.com/wiki/Vis_Decompression_Overrun
You got too many brushes in the map. The game just can't handle it, which is why brushes are flashing. The link above should help you fix this (easy fix, don't worry). Any small brushes in the map should be detailed, as func_details allow groups of brushes to be rendered as one "large brush".
Valve Software - vbsp.exe (Oct 14 2017)That not what func_detail does at all.
@OP, how about posting your compile log?
Thanks, that fixed it.So have you not used the compile checker yet? http://www.interlopers.net/errors/
There is a critical error and the website suggests that a func_rotating with the targetname lightspin1 is broken. Delete it, and if you can't find it, find and delete it via the entity report function.
Also func_rotating doesn't work in tf2 :/