• best way of compiling large maps?
    10 replies, posted
Hello. I'm currently making an Island map, which covers up the entire grid. However compiling is taking years. I left it on all night compiling, and vvis was still doing it's thing. I've removed many displacement brushes that were completely flat and replaced them with a block. I've set all of the brushes' lightmaps to 512. The map is completely leak free. I've minimised all the water I could. Anyone got any ideas of what I can do? [IMG_THUMB]http://i.imgur.com/iZYtAQI.png[/IMG_THUMB]
Low-resolution lightmaps aren't going to affect VVIS at all. Instead, use func_viscluster for large open areas. This should shorten your compile times greatly.
[QUOTE=TFlippy;45421498]Low-resolution lightmaps aren't going to affect VVIS at all. Instead, use func_viscluster for large open areas. This should shorten your compile times greatly.[/QUOTE] I tried putting One huge block that goes from the top of the skybox to as close to the floor but it didn't seem to make much of a difference.
Strange. I once made a massive test map and filled it with a func_viscluster. VVIS was finished under a second. Since there's water, you'll have to divide it into two parts - one for the volume above water, and another for underwater.
If you did the func_viscluster properly, ie. splitting it at the waters surface and filling in every possible space, vvis should take less then a second to go as TFlippy said. If you plan to put any buildings on the island that you want to block visibility with though, you have to shape the viscluster around it which is a pain in the butt sometimes. Although it still shouldnt take any longer then a few minutes. A map I worked on for a community which was basically an open ocean with a few things in it including sealed buildings (areaportals n such) only took a minute and a half on vvis on full and I didn't use func_viscluster. Did you func_detail your stuff properly? A single block can cause vvis to take infinitely long if it's got angled faces.
Ok I tried shoving visclusters as much as i could, and it reduced the compile time down to 3 minutes! [IMG_thumb]http://i.imgur.com/i34Yhdf.png[/IMG_thumb] However, something seems to be horribly wrong with the water! [img_thumb]http://cloud-4.steampowered.com/ugc/590287183160599924/885A3FE06E06D8ADFFD0D169A10DBB02EBBE8349/[/img_thumb] Log: [url]http://pastebin.com/JEcjHq65[/url] [editline]lk[/editline] Seems i have a leak! [editline]lk[/editline] And now that i fixed it, it's going slow again. Gonna leave it overnight and hope for the best.
In the first picture, what are all the trigger boxes surrounding the island?
[QUOTE=Statua;45423695]In the first picture, what are all the trigger boxes surrounding the island?[/QUOTE] THose are func_visclusters. Compile took 2 minutes and 49 seconds, and water's working PERFECTLY. Thank you very much!
VVIS completly ignores displacements so you don't need to shape the visclusters along the island like you do.
[QUOTE=Donkie;45427381]VVIS completly ignores displacements so you don't need to shape the visclusters along the island like you do.[/QUOTE] So what would be the best way? Bring the viscluster that i filled the skybox with all the way down to the water?
Yep. 2 Visclusters, one covering the whole "air", the other covering the whole water.
Sorry, you need to Log In to post a reply to this thread.