I spent hours modifying a map and i am down to one last issue. There are these two textures drawing through the skybox. So on the ground you can see them.
[IMG]http://ibin.co/2XFykKNeukhp[/IMG]
ive tried putting a wall between the area textured with nodraw, skybox, and areaportal. Non of it works even a hollow wall between it.
you're still drawing the visleaf where the brush is residing, properly check your areaportals and connecting visleafs
[QUOTE=Giraffen93;49758236]you're still drawing the visleaf where the brush is residing, properly check your areaportals and connecting visleafs[/QUOTE]
I am only a few months into hammer, pls explain what that means. I barely understand visleafs.
[QUOTE=anonymous6666;49758257]I am only a few months into hammer, pls explain what that means. I barely understand visleafs.[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Visleaf[/url]
you've got a wiki with all the info you need
separate the areas better, and be sure not to run vvis on fast
but in the end, considering you did a downtown edit it's probably fucked optimization wise anyway
[QUOTE=Giraffen93;49758259][url]https://developer.valvesoftware.com/wiki/Visleaf[/url]
you've got a wiki with all the info you need
separate the areas better, and be sure not to run vvis on fast
but in the end, considering you did a downtown edit it's probably fucked optimization wise anyway[/QUOTE]
You would think it would be fucked but believe me its near perfect original. Simply with undergrounds retrofitted in.
[editline]17th February 2016[/editline]
[QUOTE=Giraffen93;49758259][url]https://developer.valvesoftware.com/wiki/Visleaf[/url]
you've got a wiki with all the info you need
separate the areas better, and be sure not to run vis on fast
but in the end, considering you did a downtown edit it's probably fucked optimization wise anyway[/QUOTE]
Also i did have vvis on fast so will try normal.
[QUOTE=anonymous6666;49758277]You would think it would be fucked but believe me its near perfect original. Simply with undergrounds retrofitted in.
Also i did have vvis on fast so will try normal.[/QUOTE]
the original has terrible [I]terrible[/I] optimization to begin with, decompiling it makes it even worse.
and yes, that is usually the cause
[QUOTE=Giraffen93;49758282]the original has terrible [I]terrible[/I] optimization to begin with, decompiling it makes it even worse.
and yes, that is usually the cause[/QUOTE]
Sure as hell after like 30 min compile, map no longer has the issue, thanks.
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