|
|
Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
|
my map is doing its job and giving me a headache bigtime. when i run the map, it wants to render the entire level, not just the visible leafs. even when i'm in a room, it renders the entire length of the level and i can see this with mat_wireframe 1. the level isn't leaked and it isn't boxed. i even have a few hint brushes toward the middle to make sure that it split it up. i know the hint brushes are cutting the level because i can see it with mat_leafvis 1, but it still renders everything. if i can't get his problem fixed i will have to give up this map which really dissapoints me because i have to tons of time into it making it look nice.
if you guys have any ideas i'm all ears. if you want to take a look yourself just hit me up on x-fire and i will send you the mapfile.
|
|
|
Rank: Advanced Member
Groups: Registered User
Joined: 9/23/2006 Posts: 63 Points: 0
|
You may already know leafvis won't create against func_detail or displacement surfaces, so make sure you box the map with normal brushes. But I don't have a map editor here I'm not sure what is really causing the prob. Forgive me I can't help you (till end of the Nov.).
|
|
|
Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
|
i wasn't aware that you needed to box the map, i thought the only reason i did that in the past was because i wasn't carefull enough and it fixed my leak problems the easy way. i will try doing that and see if it works. thanks for your help as always kusa.
|
|
|
Rank: Advanced Member
Groups: Registered User
Joined: 9/23/2006 Posts: 63 Points: 0
|
Ah I meant use the normal brush for each buildings (not the whole map hehe).
I remember that too many leafvis also makes stop working. Try use Cordon and split the map half or smaller. If the vis works again, bingo. Convert unnecessary brushes (unrelated to vis) to func_details for discreasing visleaf counts.
|
|
|
Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
|
just saw your post now. i tried converting most of the brushes in the map to func_detail and made sure that the surrounding ones were regular brushes so that it would leak. this didn't work, it still renders the entire level all the time. from what i understand about the cordon feature is that it allows you to compile small bits of you map for testing purposes. since i have done everything except the lighting in my map, it still compiles in like 1 minute. so i wouldn't need to use it as a time saver.
as far as checking for visleafs. i tried typing mat_leafvis 1 into the console so that it would show me which ones i was in, but of course this doesn't really tell you anything beyond that. what i'm also using is mat_wireframe 1 to show me what is being rendered. it always shows the entire level when it really should only show you what visleafs are being rendered (if i understand it correctly). it seems to be acting like its leaked because i had this issue before on a former map, but i was able to fix it by fixing the leaks. this one isn't leaked, so i have no idea why it's doing this. thanks again kusa, i will have to just keep messing around and hope something works. let me know if you come up with anything else.
|
|
|
Rank: Dutchess of Doodoo

Groups: Registered User, Server Admin, WDFNews.com Official Mapper
Joined: 6/3/2006 Posts: 2,239 Points: 330 Location: $L
|
did you use full or fast vis? func_detail, func_brush, func_wall will not seal leaks and should not be used as walls that block out the void. Since they dont seal leaks they also do no block vis. Anything behind one of these brushes will be rendered. So if you wish for parts of your level to not be rendered, make sure the brushes blocking it are world brushes (not func_detail etc.) hope that helps. You wanna take this to Fuck Town? Oh gadzooks, yes!
|
|
|
Rank: Advanced Member
Groups: Registered User
Joined: 9/23/2006 Posts: 63 Points: 0
|
llenta wrote: from what i understand about the cordon feature is that it allows you to compile small bits of you map for testing purposes.
That's right. Do you still see a whole map (in this case whole area you select with cordon) when you compile as a small part?
With this testing you may chase down which area has the problem.
|
|
|
Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
|
::ANY NAME:: wrote:did you use full or fast vis?
func_detail, func_brush, func_wall will not seal leaks and should not be used as walls that block out the void.
Since they dont seal leaks they also do no block vis. Anything behind one of these brushes will be rendered. So if you wish for parts of your level to not be rendered, make sure the brushes blocking it are world brushes (not func_detail etc.)
hope that helps. yeah, i kept the walls as regular brushes but pretty much everything else i made func_detail. there is a lot of detail in this map as you will see eventually. i guess i will try playing with the cordon feature to see if working with only half of it still gives me the same issue.
|
|
|
Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
|
ok so after a lot of experimenting i went to compile and it started caculating portal vis. it never used to do this before and the whole thing would compile in like 15 seconds. now it seems like it will take an hour or so to compile. i haven't added any lights in yet, so hopefully whatever i did worked and it is now actually trying to calculate the vis leafs. i will let it compile overnight and check tomorrow to see if i get better results. if this works and only the visable leafs are rendered (and not the whole map), all i have left would be the lighting.
|
|
|
Rank: Dutchess of Doodoo

Groups: Registered User, Server Admin, WDFNews.com Official Mapper
Joined: 6/3/2006 Posts: 2,239 Points: 330 Location: $L
|
hintbrushes create more leafs - more leafs = more compile time You wanna take this to Fuck Town? Oh gadzooks, yes!
|
|
|
Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
|
right now i have no hint brushes 
|
|
|
| Users browsing this topic |
|
Guest
|