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Posted

Hey, firstly sorry for english :<

I have some problem with my Co-Op map. I don't know how to describe this, that's why I give you only screenshots.

Only what can I say and maybe this help, is I had some version of this map with this same bug, but after some compile it's gone... now this bug is back and it's very annoying

Thanks for your time if you think you can help me, just write! :)

20160623010005_1.jpg

20160623010004_1.jpg

Posted (edited)

Thanks for giving more information.

 

There are a couple of "beginners mistakes":

- Visdata size is pretty huge.

Seems like you use a lot of world brushes. Do you use func_detail for the small brush objects like the window frame, the tables (?)?

If not, you should really read some beginners guides especially about VIS leafs. ;)

 

- Many point light sources -> try to use light_spot instead, and not so many in each room

- prop_static using dynamic props -> they won't show up in the compiled map -> use prop_physics_multiplayer for these

Edited by Radix
Posted

Thanks for advices and your time!

About map:

- I'm using func_detail for all blocks who need this(when I have a lot part of map I turn off func_detail and looking where is some blocks which I miss when I was created them and should be func_detail)

- With lighting you are right... I must learn something more about this and I will try lighting rooms with light_spot

- About props, sometimes in Information valve marked props_static and prop_physic, but when i choose prop_static it doesn't work, that's why I have few mistakes with that.

There is only one thing which I don't understand, what is Visdata? Is it a size of all map or what?

Also I hope it help to eliminate this stupid problem...

Posted (edited)
16 hours ago, zombi said:

There is only one thing which I don't understand, what is Visdata? Is it a size of all map or what?

 

The VIS calculates which areas of the map are rendered and which are not.

According to your world brushes and hint brushes the map is split into several parts and the VIS calculates which leafs can be seen from the leaf the player is currently in.

The more complicated this is, the longer the VIS will take to compile and the more extensive will be the Visdata. -> keep it simple and effective (most important: no giant skybox around the map)

For better understanding I recommend this excellent article by @will2k

 

If this doesn't help you to solve the problem, and no one else finds a solution, feel free to send me your vmf. Then I will take a look at it and tell you what's wrong.

Edited by Radix
Posted

It looks like it work right now. I make few hint brushes on level and I think it help, because I go to few specific places where I had this bug, and right now every things is fine.

Also I creating light with spot_light and it's more easier now.

You are great man, thank you very much for help! :)

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