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Posted

Before compiling your map, take a look at the VisGroups section on the right :

MyjKYrg.png

In the "Auto" tab, you have many flags that you can check or uncheck. If something is checked, it will be displayed, if it's unchecked it will be hidden.

Uncheck everything except The "World Geometry" group, and inside that group uncheck "Displacment" and "water" if you have some.
This is how the visibility compiler (Vis.exe) see your map when you compile it and tries to compute visibility rules for optimising the map. If there's an opening somewhere (a leak), it won't be able to understand the inside volume of your map and therefore it will crash.

As @LATTEH told you, it's because of your sky that is in func_detail, but you'll also notice that your floor is in func_detail and it shouldn't. Finaly, you shouldn't create a big sky box like that around your map, you should only place sky brushes as a ceiling for your map.

I hope that helps !

Posted
22 hours ago, leplubodeslapin said:

Before compiling your map, take a look at the VisGroups section on the right :

MyjKYrg.png

In the "Auto" tab, you have many flags that you can check or uncheck. If something is checked, it will be displayed, if it's unchecked it will be hidden.

Uncheck everything except The "World Geometry" group, and inside that group uncheck "Displacment" and "water" if you have some.
This is how the visibility compiler (Vis.exe) see your map when you compile it and tries to compute visibility rules for optimising the map. If there's an opening somewhere (a leak), it won't be able to understand the inside volume of your map and therefore it will crash.

As @LATTEH told you, it's because of your sky that is in func_detail, but you'll also notice that your floor is in func_detail and it shouldn't. Finaly, you shouldn't create a big sky box like that around your map, you should only place sky brushes as a ceiling for your map.

I hope that helps !

Thank!

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