• Hammer Compiling Taking Longer Than 5 Hours... "vvis.exe"
    7 replies, posted
Just 5 hours ago, I compiled a map as big as the whole area in Hammer. There is an Ocean that is from bottom to middle, so it's just HUGE. I wanted to make a map for adventuring in the giant water. Maybe something like sandbox map in general. However, It is still not done compiling. And the reasons are kind of obvious enough. But does it really take around somewhat "8 hours" to compile? Hammer looks like this right now: [IMG]http://i.imgur.com/Lr7YQ3V.jpg[/IMG] I'm getting the impression that it's actually frozen. But on the other hand, it's taking a lot of memory [IMG]http://i.imgur.com/1pmE50e.jpg[/IMG] Unless it's actually 'frozen' I plan on letting the program run on tomorrow and then stopping it if it just takes longer than 24 hours lol. Lots of you probably have tons and tons of experience with this so if anyone could tell me what's going on, thanks.
Did you use any nodraws, for example the whole outer area that you should not be able to access? Did you make lightmaps cheaper?
The source engine don't like Large open spaces you might beable to combat this by using a fog entity and set a relatively far view distance maybe of 7000 but vvis will still take a while if you have nothing to break up the view like and island and you can't use a func_viscluster in this case because it'll make the water act funny
If the map is very large and open, you're probably best off using the [URL="https://developer.valvesoftware.com/wiki/Func_viscluster"]func_viscluster[/URL] brush entity. This tells VVIS that all areas within the brush can 'see' each other, which allows it to skip a lot of calculations. You actually can use it in combination with water if you create one func_viscluster that encompasses everything above the water surface, and one that encompasses everything below.
[QUOTE=LittleBabyman;50753579]Did you use any nodraws, for example the whole outer area that you should not be able to access? Did you make lightmaps cheaper?[/QUOTE] I used the block tool and then applied the nodraw texture i think. I followed this tutorial: [video=youtube;jdTD7JtuE2w]https://www.youtube.com/watch?v=jdTD7JtuE2w[/video] sorry for late reply, my PC is just on over cpu load. As for everyone else, I'm gonna gota bed now, I've had this loading for 8 hours now. I started it at about 4:30 P.m and it's 12:27 so I'll check on it in the morning. Thnks so much for the help.
[QUOTE=taz0;50753661]The source engine don't like Large open spaces you might beable to combat this by using a fog entity and set a relatively far view distance maybe of 7000 but vvis will still take a while if you have nothing to break up the view like and island and you can't use a func_viscluster in this case because it'll make the water act funny[/QUOTE] Z distance culling has no effect on compile time whatsoever. Furthermore, there's nothing stopping him from using a viscluster if he uses it properly, in fact the solution to his problem IS using visclusters. [editline]22nd July 2016[/editline] [B]Full answer to OP's questions:[/B] - First of all, please post all future questions in the question thread. Don't make new threads for every question. - Second, turn off radius culling by pressing the little "[img]https://developer.valvesoftware.com/w/images/0/00/Radius_culling.png[/img]" button on the UI. It tends to cause low fps in hammer and also compile problems. - Third, as LittleBabyman said, make sure that all surfaces that aren't part of the water brush (those that enclose the map) have a large lightmap scale. 64 will do but you could go up to 128 if the surface isnt really important. This will really speed up your compile. - Finally do exactly what 03C0 said and you should be done
[QUOTE=Grenade Man;50754006]Z distance culling has no effect on compile time whatsoever.[/QUOTE] VVIS actually does take the env_fog_controller's far Z distance into account. Visleafs that are farther apart than that distance are automatically assumed to never be visible to each other. This is the same effect as when you use the [URL="https://developer.valvesoftware.com/wiki/VVIS#Options"]-radius_override[/URL] compile parameter.
Wow, I woke up and it's still not done compiling :l. However I'll give this a shot though: [QUOTE=Grenade Man;50754006] [B]Full answer to OP's questions:[/B] - Second, turn off radius culling by pressing the little "[img]https://developer.valvesoftware.com/w/images/0/00/Radius_culling.png[/img]" button on the UI. It tends to cause low fps in hammer and also compile problems. - Third, as LittleBabyman said, make sure that all surfaces that aren't part of the water brush (those that enclose the map) have a large lightmap scale. 64 will do but you could go up to 128 if the surface isnt really important. This will really speed up your compile. - Finally do exactly what 03C0 said and you should be done[/QUOTE] EDIT: OMG THANK YOU EVERBODY SOOO MUCH. Instead of vvis, it was vrad.exe I think. It only took like 7 minutes... My map looks Awesome. I will do a release soon but just make better land first and whatnot. The really big solution was Func_Viscluster. I added it to the full top. then bellow the surface of the water like was suggested.
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