VVIS Stuck?

Okay. Basically, anything that CANNOT effectively block line-of-sight should be func_detail’d. Any non-major line-of-sight blocking brush (ie. NOT a wall) inside a room should be func_detail’d.

And if you’re STILL confused, JUST ABUSE FUNC_DETAIL ON EVERY NON-SIX-FACED SHAPE. :stuck_out_tongue:

Got it? Haha.

I made all non-outside-touching walls func_details… does that mean the others shouldn’t have been either?

Read my above post. :3

so any wall should not be func_detail’d?

That is correct.

Okay, SURE you can func_detail non-sealing walls, and that would highly decrease compile times, but your in-game performance will be CRAP. :slight_smile:

Func_detail details, such as signs, round objects, frames, ect, ect.
Make sure the map isn’t too big or has too many poorly-optimized large areas, and if it is/does, see if you can split it into multiple maps.
And don’t worry, RAD is usually much faster than VIS with source, so HDR shouldn’t add too too much to it.

Well, I can’t split it up since it’s the same multiplayer map I’ve been working on. But ok… I think I’ve figured this out now… but can I get func_detail floors?

Hmm? RAD usually takes the longest time for me. :what:

You should onlu use func_detail on…well…details. You should use it on things such as counters, tables, signs, windows (if non-breakable), basically anything that isn’t a wall or floor, or seals the map from the void.

If you have changed the lightmap scale value to a lower number, that can really increase the compile time, and file size.

Go find some tutorials on Hint/Skip brushes, and Area Portal, and Occluder brushes. Will help your map run good, and compile good.

That’s … genius. I’m an idiot for not thinking of that.

The Raminator has Raminated again. :3

You’ll get used to it eventually.

I spy with my little eye a texture that comes from portal. :hmph:

That texture was probably included in the source 2007 sdk or source shared materials…

source materials.gcf strikes again

Hey, i knew those tricks.

Good for you, so did I, Rabid and Ram apparently.

I don’t care if it’s a source shared material, I haven’t seen it used anywhere other than portal. Ergo from portal. :brow:

in b4 someone finds that texture used in hl2.

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