[WIP] Glass Prison
33 seconds... are you calculating radiosity? radiosity in a complex map only makes sense to take a long time...
besides, when you have a leak radiosity isn't calculated, meaning anything not in direct view of a light remains dark, which is not the case in my map
Speaking of leaks, you don't need to add a water brush to your map to find a leak or not. I hope that was just a terrible joke.
but I do agree that something may be wrong...
last night I kept trying to compile it and it would take over half an hour before I ctrl-alt-del... im gonna try again this morning...
it happens when its calculating the portal flow, the closer it gets to 10, the longer each dot takes.
Karkk wrote:
True, however I'd prefer seeing a puzzlerooms goal quite quickly after a look around and then figure out how to get to it rather than having to first figure out which one of 5 ways I'm supposed to go. I think that with good level design figuring out where to go can be quite fun but personally I can feel very overwhelmed if I start on a map with holes and buttons everywhere without any hints as to where I'm supposed to go.
i responded in the development forum, seems a better place for this thread.
if you look at the pics I posted, all those little window frames, everywhere in the map, are func_detail -_-
I dont know what else I could make func_detail, ive been pretty thorough on that...
one question, would lots of playerclips affect anything? should they be normal brushes or what should I make them? I have lots, and they are all normal brushes with the playerclip mat added
what im confused about, is why it would suddenly 1) crash and 2) drastically increase compile time.
if a light can see noclip objects, will the light go through the noclip? or will it bounce off?
This makes them non-solid and can decrease compile time as well as file size.
I wasn't joking about the water, if you put water in your map, when you play the game and the water isn't there, then you have a leak.
Once you have finished the map you can remove the water and continue.
BTW:
Leaks are not just a whole in your map.
Leaks are anything that are outside the map, such as a brush/light/trigger_hurt or example.
I had 1 brush stretched outside the map which took me half an hour to read the compile log and find it.
Then the water in my map was normal.
As far as nodraw brushes blocking light, I think they do but I don't remember 100%. You can make a quick map to test it out though.
Perhaps try saving a backup and changing the outside faces and anything else that you can not see in the game.
That could also reduce build time.
my glass is func_brush, is that what it should be?
If I add water, do I have to do a full compile? (vis and rad) or can I turn them off, or just do fast... because it seems to be freezing on the 10 of portalflow
im trying the glview thing now
Mapster wrote:
4 minutes is NOT a good compile rate.
What are you talking about?
4 minutes is good especially for a great looking map like what Art has here. You might notice a difference if you make a box and a player start and its a bit quicker. Some maps take hours to compile.
Artesia wrote:
what sort of things should I make func_illusionary?my glass is func_brush, is that what it should be?
If I add water, do I have to do a full compile? (vis and rad) or can I turn them off, or just do fast... because it seems to be freezing on the 10 of portalflow
im trying the glview thing now
Make this illusionary that you can not get to, such as small details on walls or on floors.
Grudge wrote:
What are you talking about?4 minutes is good especially for a great looking map like what Art has here. You might notice a difference if you make a box and a player start and its a bit quicker. Some maps take hours to compile.
At the moment my map is 3.4mb which has a load of detail, and it compiles at 50seconds if i am correct.
Artesia wrote:
what sort of things should I make func_illusionary?my glass is func_brush, is that what it should be?
If I add water, do I have to do a full compile? (vis and rad) or can I turn them off, or just do fast... because it seems to be freezing on the 10 of portalflow
im trying the glview thing now
func_illusionary has become obsolete, use func_brush in place of it.
Do you want your glass to be breakable? If so, use a func_breakable (or a func_breakable_surf, depending on what you want). If not, a func_detail would work fine.
No you do not need to do a full compile if you add in water. Doing a full compile is not necessary at all unless you are doing the final build, or want to test what the lighting or something else looks like.
Grudge is right, as long as VVIS is taking less than a minute (and even then, 1 minute is a very long time), you should be fine. VRAD normally does take a very long time to run when you have a large, complex map.
I would suggest using a batch compiler such as Nemesis: http://nemesis.thewavelength.net/index.php?c=32
Compiling your maps with Hammer open is a bad, bad idea since it gobbles up resources the compiling tools need.
I only use BatchCompiler for half life 1 games.
^But yeah what he said
Mapster wrote:
lol, post at the same time.I only use BatchCompiler for half life 1 games.
^But yeah what he said
A CHALLENGER APPEARS 
would you recommend using zoner's or steam's?
it is vvis that is taking forever now, ive tried hiding all my props but no change, im not sure what could be causing this.
After changing all my glass windows to Func_detail (rather than func_brush), changing other things like the blocks the cube is sitting on to func_detail, the compile time is back down to where it was, maybe a little less. file size is now sitting at 3.97 mb down maybe 30k from where it was. so I am free to continue yay!
just uploaded a video demo
http://youtube.com/watch?v=SFIZbU76P-g
and 2 new pics


a new problem, when I walk past the button, the model of the top part of the button, and the exit doors, disappear... incredibly odd... maybe I'll have to make them again... anyone have any clue?