vvis question

Discussion in 'Mapping Questions & Discussion' started by Laz, Jul 7, 2008.

  1. Laz

    Laz L7: Fancy Member

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    As my compile times are expanding, I switched to fast vvis compiling, as I understand, this only cuts up in visleaf, but does not calculate visibility? could this be why the performance is lower now? thanks
     
  2. MangyCarface

    aa MangyCarface Mapper

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    Absolutely. You are literally drawing the entire map without a full vis compile.

    Use more func_details and your compile time will decrease. You might think you have enough func_detailed brushes but trust me you can always improve.
     
  3. Laz

    Laz L7: Fancy Member

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    well its a pretty big map, and I use func_detail TONS, trust me, and full compile takes about 30 mins.
     
  4. MangyCarface

    aa MangyCarface Mapper

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    Full compile with all lighting, 30 mins is approaching acceptable IF you're running HDR. VVIS should never take more than 5 minutes or you're not using enough func_details. I don't want to sound argumentative, but I've always been able to narrow peoples' compile times by func_detailing MORE brushes that don't help visibility. Turn everything off except world geometry in the visgroups and then look around again, I'm sure there are things you're missing. Even one staircase can add minutes to your compile. GL
     
  5. teddyruxpin

    teddyruxpin Sr. Hygiene Technician

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    I had similar issues on my MK maps and found that when I had resized some objects I sent them completely off grid making all sorts of very small portals that needed to be cut by vvis. I spent half a day just going through and lining up everything on grid on all 3 Axis and it went from an 18 hour compile time down to 120 mins or so and then with further tweaking and replacing some bad brushes and gracious usage of func_detail I am down to about 1 hr and 23 mins.

    One thing I found very handy when working with func_detail was to change the view options to show everything EXCEPT func_detail brushes. From there I could view the map via the 3D view and figure out what more I could convert to a func_detail. IE Windows, Poles, small walls that players can hop over, railings, trim etc etc. Anything that is a not square and can be walked or seen around I typically also func_detail and this has made a big difference with roof overhangs or pillers (mushrooms and cannons in my case)

    And if you have not already load the maps portal file while in the 3D view. It will give you a very good look into where you need to clean up brushes or find more ways to convert the brushes to func_detail or func_brush or similar.

    -Teddy
     
  6. Laz

    Laz L7: Fancy Member

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    I've got my compile time down from 1.5 hours to 20 minutes :p loading the portal file is very handy indeed to see what you forgot to turn into func_detail
     
  7. YM

    aa YM LVL100 YM

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    You can always use the visgroups, I turn everything off one by one untill its just world geom left and thay shows me anything I've forgotten to func_detail.
    The visgroups are pretty damn usefull, if you haven't messed with them much I'd try it now. Just remember to turn them back on when you compile ;) (A map without a single entity will leak and not compile properly IE game crash, so make sure you've got some kind of entity in there)
     
  8. Laz

    Laz L7: Fancy Member

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    I use visgroups alot, when hinting it is very handy to turn off all world detail so you can see what you are working with.