bsp_VIS...

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Liberator
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bsp_VIS...

Post by Liberator »

I beleive I need some more know-how about the bsp_VIS function.
I hope you can help me :)

some questions first..

1. How often should I use it/them?
2. Should I use bsp_bspvis or bsp_BSP instaed?
3. What do they actually do?
4. this night at 2 am I started the bsp_VIS and this morging at 11 am, it wasn't finished. Is that normal or is it an error?

Lib :)
I liberate stuff...the danish way..
Imagination
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Post by Imagination »

4/ It is normal for vis to take a long time and has more to do with if the map has been built efficiantly.
How much vis data do you have? (should see it when compiling if I recall)
Have you detailed as much as possible?
Do you have bad brush work and or complicated shapes?
There are multiple reasons why vis takes along time and sometimes it isn't the fault of the mapping, when I was mapping compiles could take upwards of 48 hours.
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Liberator
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Post by Liberator »

Actually yes, I have a lot of complicated shapes. I have used ctrl+v a lot, on my brushes to make realistic destroyed walls.
I'll redo them and see what happens :)

Thanks for answering the 4th question ;)

Lib
I liberate stuff...the danish way..
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tltrude
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compilers

Post by tltrude »

There are the stages to compiling your map. Making the basic bsp (map) is first, then comes the vis (visible areas), then the light map (light and shadows). The easiest way to do it is with a program that makes the bat file for you. It is named "MBuilder" and you can get it here...

http://users.1st.net/kimberly/Tutorial/mbuildertut.htm

Once you set it up, compiling is just two clicks of the mouse, and there are options for compiling faster.
Tom Trude,

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Liberator
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Post by Liberator »

Hi tltrude,

I'm already using Mbuilder. Should I use both? Is bsp_VIS/BSP irrelevant when using Mbuilder?

Lib :)
I liberate stuff...the danish way..
Imagination
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Post by Imagination »

Liberator-
You said you are using some complicated shapes, are you making each brush detailed ? I'm sure you may know this already but the basic principals of mapping is that only things that block visablity have to be structual.
My advice is to read up on portals and vis leafs (search the forum) as some maps are better "vis'd" depending on their layout and some alternatively are better with maual vis (vis leafs).
It is not easy to understand the way vis works but once you get used to it it's actualy quite straight forward.
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Liberator
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Post by Liberator »

Imagination wrote:Liberator-
You said you are using some complicated shapes, are you making each brush detailed ? I'm sure you may know this already but the basic principals of mapping is that only things that block visablity have to be structual.
My advice is to read up on portals and vis leafs (search the forum) as some maps are better "vis'd" depending on their layout and some alternatively are better with maual vis (vis leafs).
It is not easy to understand the way vis works but once you get used to it it's actualy quite straight forward.
Hi Imagination :)

Yes I know about structual brushes blocking the vis :) I will make some lines through the map with structual walls/brushes.

I will have a look at the articles you mentioned.

thanks for your help :)

Lib
I liberate stuff...the danish way..
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tltrude
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Post by tltrude »

Yes, bsp_VIS/BSP is irrelevant when using Mbuilder. Don't use the compile menu in the editor. MBuilder does all three compiles.
Tom Trude,

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Liberator
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Post by Liberator »

Damn thanks! I have wasted a lot of time then LOL
I liberate stuff...the danish way..
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