Can anyone help

UK_Karlos

Newbie
Joined
Jan 26, 2006
Messages
158
Reaction score
0
When compiling my map i have noticed that my portalclusters and numportals are very high and it takes that long to compile i have to turn my pc off due to the processor overheating (CPU at 99% all the time but only when compiling).

2 threads
reading c:\documents and settings\karl\my documents\my map\coast\Coast_1a.bsp
reading c:\documents and settings\karl\my documents\my map\coast\Coast_1a.prt
1493 portalclusters
5172 numportals

I now have the VIS.exe set to fast or none.
Can anyone tell me how to reduce the number of portalclusters and numportals.
 
Thats not really that high, the map I'm currently working on is double or triple the amount you've got there.
 
sounds to me like you have both have unnecessarily high structural (vis-blocking) brush counts. try unchecking the visibility of everything but structural brushwork (i.e. unchecking everything for which there's a checkbox) and see what you have left, and see if it can simplified.
 
UltraProAnti said:
sounds to me like you have both have unnecessarily high structural (vis-blocking) brush counts. try unchecking the visibility of everything but structural brushwork (i.e. unchecking everything for which there's a checkbox) and see what you have left, and see if it can simplified.


My maps rather large and wide open, so there is alot of stuff to see as its a countryside map. I've limited the veiw using fog and zclip and used occluders etc, the map takes up 3/4 or more of the entire hammer grid (looking down on it). Hence why the vis leaves are so high.
 
i wonder if vvis cuts up the map into BSP blocks every 1024 units by default? Q3 engine does that
 
Back
Top