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Compiling VIS never finishes.
Posted: Wed Oct 17, 2007 11:10 pm
by StarGeneral
I just added some more light to my small map, and expected the compile to take about 13 mins, it never finished in an hour! WTH!?
Its not a very big map okay, its actually really small, I set my compiler to fast vis and fast light, that help the VIS part, but the Radiosity lighting is still taking for freaking ever, what can I do to speed up my complie?
nm
Posted: Thu Oct 18, 2007 4:28 am
by StarGeneral
Never mind, I fixed the problem myself
Have one of the moderators delete this topic please .
Posted: Thu Oct 18, 2007 8:56 am
by bdbodger
It would be more usefull if you said what was wrong and how you fixed it .
Posted: Thu Oct 18, 2007 2:35 pm
by |W*A*R| Troden Gore
i have had this problem on a map of mine, i had to delete my sky box and make a new one using no draw textures instead of caulk
i believe it may be due to having to many lights in it, i am probably wrong.
Posted: Thu Oct 18, 2007 3:26 pm
by Imagination
On your compiler under the lighting options put in -bounce 0
This will skip the radiosity stage and in my opinion it doesn't have a great enough effect for the time it takes.
Also if your just looking at your map to see any alterations you have made leave a deliberate gap (leak) in your sky box.
Posted: Thu Oct 18, 2007 3:59 pm
by hogleg
|W*A*R| Troden Gore wrote:i have had this problem on a map of mine, i had to delete my sky box and make a new one using no draw textures instead of caulk
You should not use caulk or nodraw on your sky box. Just the sky texture.
Posted: Thu Oct 18, 2007 5:06 pm
by PKM
hogleg wrote:|W*A*R| Troden Gore wrote:i have had this problem on a map of mine, i had to delete my sky box and make a new one using no draw textures instead of caulk
You should not use caulk or nodraw on your sky box. Just the sky texture.
define not using caulk on skybox . can the skybox be made of caulked brushes and the ''inward'' facing brushes use a sky texture or do not use the caulk texture on any of the sky box brush's faces ?
Posted: Thu Oct 18, 2007 5:20 pm
by hogleg
Don't use caulk at all on the sky box. I have my sky texture selected when making the box. Don't try to scale it either. You should use sky caulk only if your going for that foggy look and not using a texture.
Thats always been my impression

Posted: Fri Oct 19, 2007 4:05 am
by bdbodger
Try throwing a grenade at a skybox with caulk on the outside of it the grenade will bounce off the skybox . With only a sky texture on it the grenade will dissapear never to be seen again . Try putting caulk on the sides of a water brush the water will become solid . Caulk changes the brush it is used on it makes water solid changes the way a skybox works and makes grates solid so you can't shoot through them I think . It can't be seen but it does not mean it isn't there a caulk wall will stop you just the same . It is solid and structural . There is also the surfaceparms to think about . If you use caulk you are mixing surfaceparms on a single brush .
textures/sky/m5l2
{
qer_keyword utility
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m5l2 512 -
}
Posted: Sat Oct 20, 2007 2:16 am
by |W*A*R| Troden Gore
hogleg wrote:|W*A*R| Troden Gore wrote:i have had this problem on a map of mine, i had to delete my sky box and make a new one using no draw textures instead of caulk
You should not use caulk or nodraw on your sky box. Just the sky texture.
i was gonna ask WHY but someone answerd me b4 i could ask the question.
bdbodger wrote:Try throwing a grenade at a skybox with caulk on the outside of it the grenade will bounce off the skybox . With only a sky texture on it the grenade will dissapear never to be seen again . Try putting caulk on the sides of a water brush the water will become solid . Caulk changes the brush it is used on it makes water solid changes the way a skybox works and makes grates solid so you can't shoot through them I think . It can't be seen but it does not mean it isn't there a caulk wall will stop you just the same . It is solid and structural . There is also the surfaceparms to think about . If you use caulk you are mixing surfaceparms on a single brush .
textures/sky/m5l2
{
qer_keyword utility
qer_keyword sky
surfaceparm nolightmap
surfaceparm noimpact
surfaceparm sky
skyParms env/m5l2 512 -
}
this info shoulda been added to the tutorial, the my first room one i belive it was.
thanks bdbodger
Posted: Sat Oct 20, 2007 1:28 pm
by PKM
bdbodger wrote:Try throwing a grenade at a skybox with caulk on the outside of it the grenade will bounce off the skybox . .....
i may have a glitch but i've always made my skyboxes out of caulk and only sky textured the inside faces and never had nades or rockets bounce of any part of the sky . i completely agree that the reasoning you wrote fully supports your factoid, bd but it doesn't support what happens when i map .
odd .
Posted: Sat Oct 20, 2007 7:43 pm
by bdbodger
PKM wrote:bdbodger wrote:Try throwing a grenade at a skybox with caulk on the outside of it the grenade will bounce off the skybox . .....
i may have a glitch but i've always made my skyboxes out of caulk and only sky textured the inside faces and never had nades or rockets bounce of any part of the sky . i completely agree that the reasoning you wrote fully supports your factoid, bd but it doesn't support what happens when i map .
odd .
Hmm I guess you are right but still not a good idea
Posted: Sat Oct 20, 2007 10:27 pm
by neillomax
I use sky caulk and only texture the inside face. Sky is not solid, objects go through.
Posted: Sun Oct 21, 2007 2:53 am
by NaotoKhan
Why would you want anything to bounce off the sky brush anyway? Looks pretty tacky, I would think it would be better for it to never come down than to bounce off of thin air.
Posted: Tue Oct 23, 2007 2:37 pm
by hogleg
^ Thats what he's saying, you don't want anything to bounce off your sky box.
If you look at the original stock maps they don't use caulk on their sky box. So my conclusion on this is Don't use caulk on your sky box