Found another unhappy area in my map. There was a… specific hallway designed in a way to give off a certain feel in which the doors were made in a way other than regular L4D doors, they actually had a frame rather than a decal on the wall around them. I simply turned the frames to func_details, and now the rooms are separated by visleaves, but no longer ripped to shreds by the visleaves flying out of the frames.
EDIT: My latest attempt to compile (cut short by an accidental iced-tea-bottle/power-button incident) was running a few minutes ago, and it was only taking 64-80% of my CPU… I think the fact that it’s no longer raping my computer means I’m doing something right.
UPDATE: visclustered the aboveground area, started compiling five minutes ago. It was at 6 and one dot when I left the room a few moments ago.
UPDATE: I just went back to my room. It’s only been like 10 minutes, and its already at 9 and two dots. That’s 10 minutes from starting. I’m gonna viscluster the rest of the aboveground area AROUND the lone house, and that’ll make it even quicker, hopefully. Right now it’s only on one side of the house. By the way, 9 and three dots.
So, up to now I have reduced the portalclusters count from 5000 something to 2072, and the numportals count from 25,000 something down to 6356. I think with a little more hint brushing, I could do even better.
Final update on this post unless it completes successfully: Five minutes since my last post, and its still on 9 and three dots… Is there possibly a known condition where it hangs on to the last tick before completing? That would make me feel better…
I lied. It didn’t work. Got to 9 and three dots, sat there for like… 12 hours, then I ended it. It moved onto VRAD, and finished. In-game, lighting was fine, but I toggled mat_wireframe 1, and all objects were being rendered all the time.