I have a huge map, which I've slapped a ton of func_details all over the place to reduce the amount of Visleaves(And compiling time), but it seems to have backfired. x3 I can't seem to figure out where the issues are(I can turn all the func_details into func_lod, but it will still spit out that there are too many, though it allows compiling). I was wondering if anyone knew a way to detect where these affected brushes are?
Make models.
[QUOTE=Firegod522;26482822]Make models.[/QUOTE]
I know the solution, but I'd like to know where to look first rather than having to create several models.
Replace a lot of your prop_details with models. There you go.
propper stuff that tends to be complex in design if you can. I had to do this for some things to reduce the t-junctions down but now I'm at the MAX_MAP_PLANES limit...
If you are trying to locate a malfunctioning brush or entity, go to 'visgroups' on the right side of the editor (by default) and select the 'auto' tab.
Uncheck anything that is getting in the way of finding the issue, whether it be a malfunctioning brush-based or point-based entity. Whatever you uncheck will be hidden by the editor.
For instance, if you are trying to simplify a complex func_detail, disable everything else so you can only see func_detail entities.
[QUOTE=melindagreen;26503142]propper stuff that tends to be complex in design if you can. I had to do this for some things to reduce the t-junctions down but now I'm at the MAX_MAP_PLANES limit...[/QUOTE]
MAX_MAP_PLANES even with propper? Do the propper'd model planes contribute to the brush plane count or is your map just super intricate?
Props don't count for the max planes. Train tracks can cause this to happen though if they aren't models.
Ah, I see, thanks for the info.
[QUOTE=Firegod522;26482873]Replace a lot of your prop_details with models. There you go.[/QUOTE]
What do prop_details have to do with anything? AFAIK they're for detail models for materials
T-Junctions are when Func_details are touching world brushes. VBSP needs to fix them up so that there isn't any gaps.
You could just have some really complicated brushwork that needs to be turned into a func_detail all together or left as a world brush.
I am probably late but you could try propper [url]http://developer.valvesoftware.com/wiki/Propper[/url]
lack of html moar
[QUOTE=-Headcrab-;26518379]I am probably late but you could try <html><a href="http://developer.valvesoftware.com/wiki/Propper">propper</a> </html>.[/QUOTE]
Read the thread instead of just posting something random. And its bb codes.
[noparse][url][/noparse]
[QUOTE=Firegod522;26518397]Read the thread instead of just posting something random.[/QUOTE]
You just said "make models".
[QUOTE=-Headcrab-;26518437]You just said "make models".[/QUOTE]
[QUOTE=antimonycat;26505695]MAX_MAP_PLANES even with propper? Do the propper'd model planes contribute to the brush plane count or is your map just super intricate?[/QUOTE]
[QUOTE=melindagreen;26503142]propper stuff that tends to be complex in design if you can. I had to do this for some things to reduce the t-junctions down but now I'm at the MAX_MAP_PLANES limit...[/QUOTE]
-snip- double post
[QUOTE=Firegod522;26505728]Props don't count for the max planes. Train tracks can cause this to happen though if they aren't models.[/QUOTE]
That i have alot of, i may propper some of the static ones like turns and straights maybe the diamonds to free up some plane space
If you utilize the "Valve Batch Compile Tool" rather than Valve Hammer for compiling purposes, under the "Advanced Options" > Advanced Compile Options Panel you will find a tick box called "Don't Fixup T-Junctions". This should allow you to bypass the errors you are facing. However, be advised, it's very probable you may encounter visual and graphical errors in your map.
Your best bet, as mentioned, is to probably use propper and convert your func_details into models.
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