View Full Version : Map not compiling...
ChronoTriggerFan
02-03-2008, 08:28 PM
In my most current save of my map, when I try to compile it, it goes along fine until it starts rendering Portal Flow, because it just freezes then. any idea what I'm doing wrong?
dirtyminuth
02-03-2008, 08:46 PM
It's likely not freezing. VIS takes a long time for unoptimized maps. For reference, how many portalclusters and numportals do you have in your map? Those numbers appear under VIS during compile time.
ChronoTriggerFan
02-03-2008, 09:16 PM
Well, then how would I optimize it... because I left it for 3 hours and it was stuck at 0...1...2. My map isn't extremely huge. I only changed a couple things, as before it only took about 2 minuets to compile...
Narkissus
02-03-2008, 09:19 PM
Be sure to func_detail anything not a big blocking brush, especially cylinders.
That should help a massive amount.
dirtyminuth
02-03-2008, 09:37 PM
Refer to this thread: http://tf2maps.net/showthread.php?t=359. It contains a link to this, http://www.student.ru.nl/rvanhoorn/optimization.php?chapter=intro. You want to focus on func_detail, visleafs, and hints chapters.
Again, portalcluster / numportal counts?
Yeah, I can't help but agree. My map did the same thing before I learned what a func_detail was. This tutorial (http://www.student.ru.nl/rvanhoorn/optimization.php?chapter=func_detail&PHPSESSID=24c90700c46c8c52a796cb132df0e990) is probably your best resource on what to turn into a func_detail. But in general, do it to columns, cylinders, stairs, and virtually anything that isn't plugging leaks or portioning off chunks of the map.
EDIT: Curses, dirtyminuth! I'll beat you to it next time!
ChronoTriggerFan
02-03-2008, 10:55 PM
Looks like I have a lot of work ahead of me... and I don't know the portalcluster count or the numportal count since I cannot get it to compile!!!
dirtyminuth
02-03-2008, 11:14 PM
You don't have to get it to compile successfully, you just need to start the PortalFlow process. Check "<your map name>.log" (same directory as your map vmf), scroll to the bottom (latest compile entry), and search for numportals / portalclusters.
For reference, I have a medium-sized CTF map, using hints only, with 591 portalclusters and 1405 numportals.
/\/\/\: Haha, Hawk. Foiled again!
spaceweasels
02-03-2008, 11:31 PM
Running VIS on my PC used to take a long time. What really helped was learning how to make effective area portals. I found them a bit tricky at first, but now when I design a map, one of the first things I plan are the area portals.
ChronoTriggerFan
02-06-2008, 04:55 PM
Thanks, I finally got it to compile... but reading through that optimization guide... made me realize that my map was done sloppily, with walls not touching the ground, brushes going inside of each other, etc. So I'm planning on just doing it over, with optimization in mind.
DJive
02-06-2008, 05:11 PM
Thanks, I finally got it to compile... but reading through that optimization guide... made me realize that my map was done sloppily, with walls not touching the ground, brushes going inside of each other, etc. So I'm planning on just doing it over, with optimization in mind.
One thing i did was when i started.. I ONLY used grid 32 and 16. 32 was everything but stairs, It helped me learn the importance of staying on grid and having everything meet up /touch. In time i now use 8 as my main, and 2/4 for props.
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