Vis is getting hung up last stage

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Feb 27, 2016.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...

    Just sits there - For Ever!
     
  2. Moonrat

    aa Moonrat The end of an era

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    Your map is unoptimized, and as a result is probably creating and checking 1000s of Visportals, leaves, and other things. You need to do something to reduce the amount of calculations.
     
  3. Werewolf

    aa Werewolf Probably not a real Werewolf

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    • Agree Agree x 1
  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I don't know what happened to it - my last full compiles took about 15 mins - I fixed one broken area portal that became bugged hall of mirrors thing - and bam - 3 Hours +.

    Compile finally done. I am seeing a new RAD message that I've never seen before - Patch Sample Radius Clamped - any ideas what that one is?

    I'm also getting the warning VRAD>Max limit appraoch - I used VBCT this time to compile so this is another new one for me.
     
  5. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Patch Sample Radius Clamped - Probably means you have a lightmap set to an odd scale (not a power of 2 number)
     
  6. Requiesta

    Requiesta L1: Registered

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    Have you made sure that all your cylinders and spheres (and other oddly shaped brushes) are func_detailed or tied to another entity?
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    The compile finally finished - everything looks great! Thanks for the help!
     
  8. Werewolf

    aa Werewolf Probably not a real Werewolf

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    So what was the problem in the end? Share so others can learn from your mistakes!
     
  9. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Unfortunately, I have no idea - it went from here to here in about 5 mins

    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5

    From here to here - 25 mins total

    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...

    Then sat there for 2.5-3 hours getting to 10. Maybe vis does it incrementally - starts small then builds up and then does a complete vis run on the entire map calculating how everything works with everything else. I know what the program does, I just don't know how it does it.
     
  10. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Well a clue to what fixed it would be what did you change between your 'broken' version and your working version.
     
  11. Lampenpam

    aa Lampenpam

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    His compile took 3 hours. Doesn't sound like he fixed it. :/

    How does your portal file look like, OP?
     
    • Agree Agree x 1
  12. Lampenpam

    aa Lampenpam

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    Now if you have optimized your map by making some stuff func_detail so you don't have any wrily and wonky visleavs then perhaps you can have some very open area somewhere in your map? When you ahve a huge open area like, for example the coast in HL2, then the vis compile take hours.
    So if you have an area as open like this, usea func_viscluster to turn all these visleavs into one giant visleave. This can have a negative impact on the performance in your map but might compleetly cut down your vvis compile time.
     
  13. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Well I had one broken area portal (gave me hall of mirrors but no leak) fast compiles, deleted it, remade portal and vis stops - the area is a small doorway/room/hall area in the middle of the map - one side leads to a large outdoor area - so I was left scratching my head. It wasn't a T-Junction type of thing either in case you're thinking that.
     
  14. henke37

    aa henke37

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    Just show us the portals when loaded back into hammer.