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VVIS taking over 9000 hours! >:

Discussion in 'Mapping Questions & Discussion' started by BaconCat, Jul 2, 2012.

  1. BaconCat

    BaconCat L1: Registered

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    Ok, so I made myself a trade map. It's not all that big, so why does vvis take forever.

    I honestly tried doing vvis overnight, and 8 hours later it was not even 40% done.

    Could someone take a look if I send them a vmf file and tell me what I am doing wrong?
     
  2. deadsource

    deadsource L3: Member

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    If you have a huge box for your skybox- that's the problem.
    More information here about how to make proper skyboxes: https://developer.valvesoftware.com/wiki/3D_Skybox#Construction_of_3D_skyboxes
    And the compiler (even on older systems) can't take up to more than 10 minutes to compile (from my experience). If you are waiting more then for 10 minutes, something is wrong with your map.
     
    Last edited: Jul 2, 2012
  3. tyler

    aa tyler snail prince, master of a ruined tower

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  4. BaconCat

    BaconCat L1: Registered

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    I was using func_brush so light would go through them.

    re the Skybox: That might be the issue, I'll see if I can finagle that.
     
  5. colacan

    colacan L5: Dapper Member

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    I guess it's what yyler said. If you don't make func_detail of, well, 'detail' geometry like overhangs on roofs, pillars etc. then you'll never be done compiling. In every case not very soon.
    EDIT: And no DO NOT USE the func_brush for that. Not useful. And don't tie the skybox to an entity, it's gonna give you leaks.
     
  6. BaconCat

    BaconCat L1: Registered

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    How can I make it so that a brush will not block light but still look normal to players? >:

    And ya, my skybox isn't tied to anything.
     
  7. colacan

    colacan L5: Dapper Member

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    How does it look when you just let it block light? Because normally they block light and still look normal.
     
  8. BaconCat

    BaconCat L1: Registered

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    I have roofs over large areas. :p I just wanna use the natural env_light to light up everything evenly and diffusely instead of resorting to hundreds of spotlights.
     
  9. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Use a glass texture
     
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  10. colacan

    colacan L5: Dapper Member

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    Very good suggestion.
     
  11. BaconCat

    BaconCat L1: Registered

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    I tried that before, and that was causing vvis issues too. I was putting the "back" of the wall as glass and the front as brick so light would go though.
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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  13. BaconCat

    BaconCat L1: Registered

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    Odd. When I did it before, it woudl compile in 5 mins, change one side to glass and it would take 20. Must have been something else >.>

    Edit: Got it down to managable times by using func_visleaves
     
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    Last edited: Jul 2, 2012