Full Vis... (good Idea)
Belgarion
Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">Fast Vis.. (Bad idea)</div> Remember boys and girls, Always -full your Vis.
Comments
But it ads pretty much compile time so it can be a good idea to test the map with fast vis soemtimes.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
thanks for starting my day with some TRONish goodness, and very nice looking map btw! hope to see more.
sv_cheats 1
developer 1
gl_wireframe 2
map yourmap
in this order you won't have any problems <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
[edit]
gl_wireframe 2 & map yourmap could also be the other way arround, dunno if wireframe starts with no map running :/ (and I don't feel like checking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Load your map directly from the console.
So whats going on with this wall?
Its been chopped into 4 peices... This subdivide or something?
Can I improve this so the wall is not chopped like that?
I got some walls that do that but not many but I would prefeare to pevent it wherever I can.
for anyone not sure, gl_wireframe 1 shows only brushes that u can see, and gl_wireframe 2 shows brushes the engine is currently drawing.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Faces in Half-life are subdivided by this value (in units). The default and maximum are both 240, and it should never need to be set lower (as it just increases r_speeds).<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
if that makes any sence. Its done is BSP stage of compiling
I might be totally wrong on this, but thats what i think it is
Its been chopped into 4 peices... This subdivide or something?
Can I improve this so the wall is not chopped like that?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That looks fairly normal. The maximum size for a face is (I think) 240x240, so anything larger gets chopped up. There are two reasons for this:<ul><li>Mipmapping: the use of different sized textures at different distances. Since the mipmapping uses distance as a trigger, the bounding box of all face vertices (the face extent) must be smaller than 256, for any coordinate. Otherwise it would not be possible to select a mipmapp valid for all the face.</li><li>Lightmaps: the maximum size of a lightmap is 16x16 (this is a hard limit imposed by the HL engine). If a face goes above 256x256, it's possible to get face extents greater than 16x16, which causes the engine to complain.</li></ul>As for reducing it... I don't think it's possible. There was a program called fixmap.exe which allowed you to use a subdivide of 512, but I've heard it gives problems with some maps.
Of course you can't always increase the texture scale, but also keep in mind that decreasing the texture scale will make it subdivide on smaller values, so x:0.5 y:0.5 will subdivide at 120x120.
for anyone not sure, gl_wireframe 1 shows only brushes that u can see, and gl_wireframe 2 shows brushes the engine is currently drawing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i noticed that too, that comparison is deceptive, although the numbers are correct.
Their was talk over 512 subdivide before in another mod enabled by the compile tools but crashed the game.
Anyone tried 512 recently after CZ's Introduction?
Damn, my map is too good for this game, I need NS on HL2!!! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
The wpoly is like upto 850 in this corridoor and I notice with wireframe that the damn marine start is is being rendered even though it is compealy out of sight!
I was a FULL vis and it seems as though the walls on the right for some reason dont want to block the marine start yet thurther up in an identicle corridoor the rspeeds are fine!
I dunno WTH to do...
These are my compile parameters:
hlcsg ns_barracks -estimate -nowadtextures -texdata 8192 -high -dev 1 -hullfile nshulls.txt
hlbsp ns_barracks -texdata 8192 -high -dev 1 -maxnodesize 4096
hlvis ns_barracks -texdata 8192 -high -full -dev 1
hlrad ns_barracks -texdata 8192 -sparse -high -extra -bounce 2 -smooth 80 -sky 2 -dev 1
Anyway, if you want to fix that, you could use HINT brushes to split up the vis leafs.
for anyone not sure, gl_wireframe 1 shows only brushes that u can see, and gl_wireframe 2 shows brushes the engine is currently drawing. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i noticed that too, that comparison is deceptive, although the numbers are correct. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
my appologies. i mistakenly put in a wireframe 1 pic. but as Edge pointed out, the numbers are correct, and in the end that's all that matters, is it not?
When you run full vis, how long does it take? Mine is either crashing, or taking forever.
RAD takes frigging ages.
1. Where should I put the HINT brush then?
In the middle of the small corridoor leading into marine start or as a long brush inside the wall of wich i can see the wireframe being drawn through?
Or even still outside the wall just behind it or can hint brushes only be on the inside of the map?
2. I know i am supposed to texture one face with hint and the rest of the brush with SKIP right?
BTW, I think the guy who started this post should have put it in Mapping support, so dont blame me for querying about the VIS in this thread in this part of the forum.
Anyway, see my picture attached for the hint brushes.
When you run full vis, how long does it take? Mine is either crashing, or taking forever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Taking forever on a full vis is typical <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Depending on the machine and the map, you could be looking at anywhere from 10 minutes to 24 hours.
When you run full vis, how long does it take? Mine is either crashing, or taking forever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
My map takes about [25 min] to fully compile at the moment.
----- BEGIN hlcsg -----
Command line: hlcsg ns_barracks -estimate -nowadtextures -texdata 8192 -high -dev 1 -hullfile nshulls.txt
23.27 seconds elapsed
----- END hlcsg -----
----- BEGIN hlbsp -----
Command line: hlbsp ns_barracks -texdata 8192 -high -dev 1 -maxnodesize 4096
91.70 seconds elapsed [1m 31s]
----- END hlbsp -----
----- BEGIN hlvis -----
Command line: hlvis ns_barracks -texdata 8192 -high -full -dev 1
19.61 seconds elapsed
----- END hlvis -----
----- BEGIN hlrad -----
Command line: hlrad ns_barracks -texdata 8192 -sparse -high -extra -bounce 2 -smooth 80 -sky 2 -dev 1
1420.86 seconds elapsed [23m 40s]
----- END hlrad -----
Anyway, see my picture attached for the hint brushes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thx, thats worked perfectly, now the MS is only being being drawn when much closer to the turn into MS, just need to fix the ms speeds now int he big corridoors, its jumping around 12ms OMG so you jerk a little, Just need to drop some of that facy brushwork <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->