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I (a noob) Need Help Again

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OK 2 things i require help with =

1. Optimization of my level.
I have a few Hint textures and Areaportals in key locations, all the places you cannot see are Nodraw textures, and all that stuff. But it still takes up to a half-hour to compile my map. I've run out of ideas and need some tips please.

I've looked at a bunch of youtube videos for this kind of stuff but nothing is helping much.

2. When it finally finishes compiling it loads up the game, starts to load the map and then crashes...... :notwant:

thanks to anyone who helps me out!

Hi,

Have you made all internal brushes that arnt part of the outside walls or block large parts of view func_detail? That helps alot.

30 minute compile time must mean there are some problems, probably you have too many visleafs (from lack of func_details). or you have a very slow computer :)

Sometimes I've found that also if you have a prop_static or pro_dynamic sticking out into the void a little bit, it sometimes makes it take a while to compile.

Also, have you seen this site? http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro

Rob.

My Portal2 Map: Trapped

My Travel Blog:
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Do you use full compile? For simple logic testing I would turn VIS and RAD off and only compile BSP. That should be much faster. If you want to keep them, set them on "Fast".

Thanks for the tips guys.

Though, i do have a pretty damn fast computer, and nothing's in the void.

And i cant even test it because of it crashing and all.

Post me your vmf if you want, and I can take a look...

Rob.

My Portal2 Map: Trapped

My Travel Blog:
Image

Well this time when I ran VIS and RAD on fast it didn't crash but here's the vmf.

after you take a look at that would you mind giving me specific examples on how to optimize it? (i would really appreciate it)

if your map name is too long the level wont load. i havent looked at your map, but this is a common problem.

Image
I think in terms of boolean variables. Generally, it makes things easier.

Well first of all, you're going about this map the wrong way.
You are making the broken down stuff while you are developing the puzzle.
You should, make the puzzle, however you plan to (there will be no leaking of any kind that way), then you can add broken panels, and random details like that, but the way you are doing it now, you are asking for compile-time troubles. Keep it up, it seems promising.

[Edit]: Also your walls are too thin, you should beef them up a bit I usually make all my walls 32 units wide, that way your door will fit perfectly



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

Thanks ben. but to be honest the puzzle is done for that part. what i mean by that is that i made the puzzle to the first test and then im doing the details then ill do the puzzle for the second trest then the details. but ty for the advise and the compliment.

Hi,

Ok, its mainly because of visleafs, and there being alot of them.

The main bit that needs to be sorted out are the tiles around the paint funnel, the few on the ceiling and the lots of the floor, both the tiles and grates.

All of those small tiles and angled tiles that are not func_physbox need to be tied to func_detail, there are about 55 of them.

Thats the biggest help.

The map took 3m20s to compile on my machine to start with (with HDR), and after just that change it took it to 40s.

You should probably look at the link I provided above, and read about visleafs and func_details, and see if you can get things better regarding visleafs. IE most of your map is being rendered nearly all of the time, when really it should only be doing the bits you can see. This takes quite a bit of practice and experimenting though.

I would also slow down the rate of flow for the paint sprayer, as paint flowing that fast also reduces fps quite a bit.

HTHs,

Rob.

My Portal2 Map: Trapped

My Travel Blog:
Image
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