vis brushes

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

solar
Colour Sergeant
Posts: 99
Joined: Fri Mar 21, 2003 2:40 pm
Location: Toledo, OH

Post by solar »

Well, I changed some things around, got rid of a light jib caused by a long fence brush, snapped some things to the grid, and now it's compiling. It's been compiling for about 10 hours, and when I left for work it was at about 92% in the radiosity build. So we'll see how it goes when I get home. What seems new to me is that the visdata size is now only 71,000- about a fourth of what it was before. Is this because of the "-blocksize 0" command? Could you explain what this means in more detail than the advanced compiling tut says?
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

If you don't set a blocksize, q3map will create you nice little splits every 1024 units, usually just where you don't want 'em.

So disable blocksize using -blocksize 0, it will reduce the number of leafnodes in your map and won't affect fps.

5 pages already :shock:
Image
solar
Colour Sergeant
Posts: 99
Joined: Fri Mar 21, 2003 2:40 pm
Location: Toledo, OH

Post by solar »

Thx everyone, I'm killing this thread now. :D My next step will be to set up my VIS leafgroups and hopefully that will turn out well.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

I think I understand vis and vis leafs! I read the SDK tut on that. Once I get my comp fixed, I'll apply vis into my DM map!
Live to map, not map to live.
-mohaa_rox, .map
moderator
Post Reply