portals

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

Moderator: Moderators

Post Reply
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

portals

Post by At0miC »

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
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

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 .
"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.
Image
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

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 :wink:

thnx

At0miC
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

detail

Post by tltrude »

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.
Tom Trude,

Image
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

Can every brush in my map be detail? except of the wall, floor and ceiling?
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

yes

Post by tltrude »

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.
Tom Trude,

Image
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

I made 1 stair detail and now it's:
LoadPortals: NumVisBytes 10849560 exceeds 2097152

Now I gonna make other things detail :D hi hi
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

he he, I almost made everything detail, except the walls, floors, roofs and skybox.

Now it is:
LoadPortals: NumVisBytes 2292480 exceeds 2097152

Almost lol, but I can't find new other brushes to make detail :P, is there also an other way to decrease the numvisbytes?

Thnx again :wink:

At0miC
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

remove

Post by tltrude »

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.
Tom Trude,

Image
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

haha lol, well good tip about the filter, but I got a new question, again??? yes again.... Can I also make this detail, the road? because it is a floor, but it's outside and it's in the skybox.

Image
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

Admin .MAP Forums
Image
Head above heels.
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

Thnx Bjarne, I found 3 usefull tutorials :D, It's pretty clear for me now 8-)

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 :D

thnx again, At0miC
Random
Moderator
Posts: 401
Joined: Sun Jun 01, 2003 11:00 pm

Post by Random »

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
Moderator
Image
Post Reply