portals
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portals
I got an error:
************ ERROR ************
LoadPortals: NumVisBytes 11023832 exceeds 2097152
I need to make my map in pieces with portals, how must I work with this?
btw, is there a tut for this?
Thnx you
At0miC
************ ERROR ************
LoadPortals: NumVisBytes 11023832 exceeds 2097152
I need to make my map in pieces with portals, how must I work with this?
btw, is there a tut for this?
Thnx you
At0miC
The only way to make your Vis data smaller I think is to either make your map smaller or make more things detail . Or you might try the vis_derived worldspawn options too or maybe blocksize .
I think if you use Vis_derived 1 it relies on manual vis for vis data but I have never tried it some people say they use blocksize 0 but I found that not very good for outdoor maps but I am not really a mapper more of a scripter .
I think if you use Vis_derived 1 it relies on manual vis for vis data but I have never tried it some people say they use blocksize 0 but I found that not very good for outdoor maps but I am not really a mapper more of a scripter .
"vis_derived" whether or not the vis compiler derives additional vis info from the manual vis. default is 0. 0 means vis compile will be slower since manual vis data is added after auto vis data. 1 means vis is faster and lower runtime poly count, but erroneous no draw could result from incorrect manual vis data.
Ok, if I understand clear:
(example)
I got 2 closed rooms, room 1 and room 2. In each room there are 2 brushes, 1 "structured" and 1 "detailed".
When I am in room 1, the "structured" and the "detailed" brushes in the room will be "loaded", so I can see them, but in room 2 only the "structured" brush will be loaded.
Am I right? I just want to be sure
thnx
At0miC
(example)
I got 2 closed rooms, room 1 and room 2. In each room there are 2 brushes, 1 "structured" and 1 "detailed".
When I am in room 1, the "structured" and the "detailed" brushes in the room will be "loaded", so I can see them, but in room 2 only the "structured" brush will be loaded.
Am I right? I just want to be sure
thnx
At0miC
detail
Detail brushes only help to reduce vis data and help the vis compile to go faster.
When you are in room one, everything outside of that room is not drawn. Room one must be sealed with structual brushes and area brushes inside of all the doors.
So, if you want, everything inside of room one can be detail. But, the walls, ceiling, and floor must not be detail for the area portal to work.
When you are in room one, everything outside of that room is not drawn. Room one must be sealed with structual brushes and area brushes inside of all the doors.
So, if you want, everything inside of room one can be detail. But, the walls, ceiling, and floor must not be detail for the area portal to work.
yes
Yes, but not the skybox. If you are going to do that make a backup copy of your map first. Some brushes block the players view all by themselves, so only use detail for things that will never block the players view. Start with making all stairways detail and then see how much vis data went down.
remove
Take out a building, blow it up and turn it into a pile of rubble, ha ha. Filter out "detail" from your view and look again.
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Bjarne BZR
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Thnx Bjarne, I found 3 usefull tutorials
, It's pretty clear for me now
Only one question, what the.. again?? No I got still a question.
Can I detail the road at the picture?? because it's in a room (skybox) but it's also a floor. Or will it be useless?
Owyeah btw, the visdatasize is finaly 884360
thnx again, At0miC
Only one question, what the.. again?? No I got still a question.
Can I detail the road at the picture?? because it's in a room (skybox) but it's also a floor. Or will it be useless?
Owyeah btw, the visdatasize is finaly 884360
thnx again, At0miC
Its hard to say if you should or shouldnt detail the road. In general i would say no dont detail roads. Is there anything that road is preventing you from seeing in other areas of the map. and remember vis data is funny in its ability to draw straight lines into other areas of the map. You might not think its a big deal but it can be.
If you are trying to decrease visdata still may i suggest those walls with the 2 windows in it if its not already detailed. Those arent going to be very effective for vis purposes so i think you could go with things like that. Now instead of of reducing the visdata by detailing one brush, you will have removed dozens of brushes and most likely more effectively.
Hope this somehow helps:
Random
If you are trying to decrease visdata still may i suggest those walls with the 2 windows in it if its not already detailed. Those arent going to be very effective for vis purposes so i think you could go with things like that. Now instead of of reducing the visdata by detailing one brush, you will have removed dozens of brushes and most likely more effectively.
Hope this somehow helps:
Random
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