God bless the VIS compiler, now it's workin' ( ! )
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carlos_pagano
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God bless the VIS compiler, now it's workin' ( ! )
Hello guys, I'm trouble again with the VIS compiler ... I'd checked the index but I can't found a related topic (if has one) ... This process spend so many time or isn't working in my machine ?!??!? The compiler box appear, but if I leave it, will be forever in the same point ! I'm worried, if I can't use VIS the FPS will be affected ... Can anyone help-me ?!?! As everytimes I needed ?!?!
Hahahahaa, thanx and bye !
Hahahahaa, thanx and bye !
Last edited by carlos_pagano on Sat Jul 23, 2005 12:37 am, edited 1 time in total.
I use these parameters... they work fast enough for me.
Light is a huge stage, if you don't hav a lot of leaves or portals or even hint brushes the compiler will have to work pretty dang hard to find suitable ways to up FPS, so try optimizing the FPS manually, saves on the compile itme.
Code: Select all
BSP:
-v Code: Select all
VIS:
-fast -v Code: Select all
LIGHT:
-verbose -fast -bounce 0Moderator
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- PinkPanther
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Mpa Maker?
Hey guys, I have MoHRadiant but what is it to do with MapMaker? I made the floor but then this error report came up and closed it down, I re-opened it and the floor bit wasn't appearing! Please help me and sorry for sending useless posts, Thnx 
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panTera
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Carlos,
I think the best thing to do is test the compile tools with a test map (just a simple box/room with playerstart and a light). That way you'll know if it has something to do with the compilers or the mapfile. (Probably the map, if it's big and/or has many brushes it useually takes quite long. Don't forget to make anything that does not really block sight 'detail'. Detail brushes are being skipped by the Vis stage).
You can also try making logfiles with Mbuilder to see if it outputs some error. To make logfiles of the console output in Mbuilder:
-Make a new folder first, e.g. C:\output
-In mbuilder, press "Change", and in "Set own command line" add:
>c:\output\bsplog.txt (in BSP command),
>c:\output\vislog.txt (in VIS command),
>c:\output\radlog.txt (in RAD command).
The text files will hopefully tell you something more as to why it won't compile or takes so long. If the logfiles seem incomplete then the compilers are probably still busy with the map.
I think the best thing to do is test the compile tools with a test map (just a simple box/room with playerstart and a light). That way you'll know if it has something to do with the compilers or the mapfile. (Probably the map, if it's big and/or has many brushes it useually takes quite long. Don't forget to make anything that does not really block sight 'detail'. Detail brushes are being skipped by the Vis stage).
You can also try making logfiles with Mbuilder to see if it outputs some error. To make logfiles of the console output in Mbuilder:
-Make a new folder first, e.g. C:\output
-In mbuilder, press "Change", and in "Set own command line" add:
>c:\output\bsplog.txt (in BSP command),
>c:\output\vislog.txt (in VIS command),
>c:\output\radlog.txt (in RAD command).
The text files will hopefully tell you something more as to why it won't compile or takes so long. If the logfiles seem incomplete then the compilers are probably still busy with the map.
lol Hog... 
Radiant IS the mapmaker. every map for MOHAA was made with it. try looking at some beginners tuts here at the site and the Rjuken Project and learn more.Hey guys, I have MoHRadiant but what is it to do with MapMaker? I made the floor but then this error report came up and closed it down, I re-opened it and the floor bit wasn't appearing! Please help me and sorry for sending useless posts, Thnx
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
۞
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Olympus pro Ignarus
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AND STUFF™ © 2006
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carlos_pagano
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Hey Hog, i'm sorry mate, it was just my reason about the issue ... I won't do that anymore, I promisse !
!!! And panTera, thanx for the usefull commands !! I have a lot of issues with lights and VIS, probably because I don't spend the necessary time to lern with it !! That's it, bye guys, and God bless all of us !!! 
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carlos_pagano
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panTera
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Yes, when there are no *leaks* in the map, leafgroups work with fastvis. Which is very useful for quick tests with leafgroups.
But normal vis is always better (except for completely open maps), so for best fps results you can combine normal vis with leafgroups.
Here's a good article with some basic info on Vis: TheStorms Vis Tut.
One more thing, it seems that a lot of people think of VIS being something they need to do after they are done with the map but that's wrong. The fact that there are 3 stages of compiling, BSP, VIS, LIGHT, does not mean you build the map in 3 stages. When designing a map BSP and VIS go hand in hand, so always keep in mind the VIS-ibility of your map when you're building.
Example: Just imagine you're standing in the kitchen in your house. What if you look into the hallway and you can see the doorway to the livingroom? Not only the hallway will be drawn but also the livingroom with all its interior. And, if there is a big window in the livingroom looking out into the backyard, then that will also be drawn.
To prevent this from happening you would have to make sure you cannot see the doorway when your standing in the kitchen. That's what I mean by keeping the VISibilty in mind when designing the map. It's a very simple example but it hope it makes sense.
(P.S., if you would be so kind, just hit the 'edit' button in your first post to change the name of that topic, it still looks rude. Thanks.)
But normal vis is always better (except for completely open maps), so for best fps results you can combine normal vis with leafgroups.
Here's a good article with some basic info on Vis: TheStorms Vis Tut.
One more thing, it seems that a lot of people think of VIS being something they need to do after they are done with the map but that's wrong. The fact that there are 3 stages of compiling, BSP, VIS, LIGHT, does not mean you build the map in 3 stages. When designing a map BSP and VIS go hand in hand, so always keep in mind the VIS-ibility of your map when you're building.
Example: Just imagine you're standing in the kitchen in your house. What if you look into the hallway and you can see the doorway to the livingroom? Not only the hallway will be drawn but also the livingroom with all its interior. And, if there is a big window in the livingroom looking out into the backyard, then that will also be drawn.
To prevent this from happening you would have to make sure you cannot see the doorway when your standing in the kitchen. That's what I mean by keeping the VISibilty in mind when designing the map. It's a very simple example but it hope it makes sense.
(P.S., if you would be so kind, just hit the 'edit' button in your first post to change the name of that topic, it still looks rude. Thanks.)
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carlos_pagano
- Lance Corporal
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- Joined: Sat Jun 25, 2005 4:00 pm
Yeah panTera, I now about the deal, but thanks one more time !! Now I make some screenshots of part of my test ... I'll try to post soon ... But i finally and sucessfully made a map with MBUILDER, well guys, now I think that the " hard part " was finished ... The script is easy ... and cool...
Thanx !!!
