Wall Worm Forums

General Category => General Discussion => Topic started by: tawdarky on May 24, 2013, 09:04:01 AM

Title: vis.exe is very slow
Post by: tawdarky on May 24, 2013, 09:04:01 AM
While compiling the map wich is not big at all vis stops just before the 9th step of portalFlow.What does vis really do cause if i run the map without it the map still works.And what can cause it to be so slow?There are no leaks in the map btw i already checked for that.And what's the limit of props i can use in a map?I got about 20 props and i will need to use a lot more.About 600 prop_static i will need.
Title: Re: vis.exe is very slow
Post by: wallworm on May 24, 2013, 02:59:50 PM
The most common culprit for exceptionally long VIS is by not using func_detail. Essentially, ALMOST ALL world geometry that does not need to cut VIS up should be converted to func_detail. WW has some special tags for these in Anvil > Tags. Convert the appropriate objects to func_detail.
Title: Re: vis.exe is very slow
Post by: tawdarky on May 24, 2013, 06:56:22 PM
I don't undestand what exactly i need to make func_detail.I saw something about func_detail on other forums but i don't know what exactly should be converted.
Title: Re: vis.exe is very slow
Post by: wallworm on May 27, 2013, 11:27:50 AM
Quote from: tawdarky on May 24, 2013, 06:56:22 PM
I don't undestand what exactly i need to make func_detail.I saw something about func_detail on other forums but i don't know what exactly should be converted.

Essentially, any world brush geometry that is small, and most non-rectangular brushes, should be turned into func_detail. If you have a bunch of items close together that are candidates for func_detail, select them all at once and choose Group Func Detail in Anvil.

Things you commonly turn into func_detail: windowsills, columns, rubble, etc.

Do not do this for models (wwmt models, WW proxies or other point entity objects).

I'll add some reference material on the docs when I get enough time.