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Post by saarbee on Mar 27, 2014 5:33:56 GMT
i made a small video of my problem ,:
if you need VMF PM me/ post you'r email below! thanks for the help!
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Post by Zeph on Mar 27, 2014 10:40:33 GMT
im guessing poor visleafs (i.e. bad optimisation).
how long does it take to compile on normal/normal/normal? Ages?
Send the VMF, i'll have a look.
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Post by saarbee on Mar 27, 2014 13:57:54 GMT
it actually takes about 10 seconcds on everytthing normal. sent you the vmf , help pls
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Post by Zeph on Mar 27, 2014 17:01:01 GMT
An awful lot of your entities (brushes and prop bounding boxes) penetrate the outside of the map. Since part of an entity touches the "void" outside the map, the map will leak and therefore not compile properly. This is why your map is taking "10 seconds" to compile. It errors. The above issue would take a lot of work to fix - maybe even a remake of the level's world brushes.
However, ignoring the above (major) issue, the map held a "microbrush", brush number 891 (Ctrl+Shift+G). Simply delete it. This was not in the room in your video, so would not cause your problem.
The flashing may be due to the hole in the world in the top corner of the room (behind the brick pillar near the railings), but it is very hard to tell. The "sun beam" brush seems to have the issue when inside it and looking at the window, could also be the issue.
Unfortunately, my news is bad. The initial issue of a lot of overlapping brushes and entities, and them extending to outside of the map, causes a lot of performance issues and map compile errors (leaks). The map is generally built without the use of the grid, making the alignment of brushes tricky. Always use snap to grid (ctrl+shift+w to toggle) and sizes '8' is a good place to start (use [ and ] to change size). There's a lot of places where func_detailing could be improved, and the use of area portals and hints can also be improved.
I'd recommend remaking the level but on-grid and with optimisation in mind, then move the entities across to it. Of course, this is a lot of work. I'd happily assist as my time allows, providing guidance along the way.
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Post by saarbee on Mar 27, 2014 17:14:17 GMT
So you'r pretty much telling me the dream is dead ? hh , well its always good to learn. What happend is that suddently my map stopped building the cubemaps , so i just copied pasted it into a new map (Yeah i know.. awfull) so alot of it was off grid. while i actually build snapped to grid , i used to do 4 size walls , so the 8 tip will for sure help. You'r saying that the only way to make it work is re-building? because i really wont mind "ghetto-fixing it" if you understand what i mean .. this map is only for a private server and not ment to be perfect for public. so i'd like to know what you have to say about that. if you have a skype or steam or somthing that will be easier to chat it will be really nice. thanks for the help! edit: and oh , if you really want to help , maybe you can make like a big hallway that has like 5-6 turns , and they are all curved like i did in my map , so i can learn from it. if im re -making the map , i wanted everything to be built good and not ghetto like i did it
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Post by Zeph on Mar 27, 2014 19:58:34 GMT
A quick fix is doable, but ill advised. If it was built on map and was transferred off map, it may be shift-able back onto grid. The holes can be patched and brush entities clipped so they do not exceed the map size, but prop bounding boxes may be trickery (however, they appear as "error" for me, so may be smaller than they appear). Curved corridors? I didn't see such, but I can throw some examples up. Try this link for now: www.ubermicro.proboards.com/thread/2971?17559I have both skype and steam, and use the same name for both. Click the "game" link in my sig for starters. Since your map is relatively small, the world geometry would take probably only an evening to remake. It's the props and texturing which would take time to transfer (especially due to the high quantity custom stuff). A little tip - avoid rotating brushes, instead vertex edit them or cut them into shape using the clip tool.
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Post by saarbee on Mar 27, 2014 21:34:44 GMT
im always trying to use as little as i can the vertex tool. i feel like its bad i dont know why. what i ment was this the end of every wall . here is a pic: as you can see i made 2 in 1 Block. i wanted to ask if it is better to do it this way. you can see the wooden planks under it too. i tryed arch , didnt work good.. so i just made a cylinder , cut it in half and then vertex it so it fits. pretty ghetto though.. the other example : here i did it seperated from the walls.
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Post by Zeph on Mar 27, 2014 21:52:29 GMT
Ah, yes. Gotcha. It'll always be nasty to optimise. your best bet is this:
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Post by saarbee on Mar 27, 2014 22:48:52 GMT
i made some tweaks ,everythig is on grid , no more funcs and brushes out of the skybox. it fixed alot of the problem.. ill try making a new video maybe you'll be able to help me from there. maybe its the same problem. maybe i just like making thos videos.
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Post by saarbee on Mar 27, 2014 23:35:25 GMT
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Post by Zeph on Mar 28, 2014 10:57:30 GMT
The edge of the water is a common problem. Try splitting the wall brush along the same level as the water, so it's a separate brush fro above and below the water line. As for the white flashing, it looks to be the "sun beam" brushes are causing it. Try compiling the map with brush entities turned off and see if the problem exists. Does your map compile without any leaks? And this is without adding a large box around the level or using the cordon tool? Good work though. I, too, started to remake the level.. didn't get too far though
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Post by saarbee on Mar 28, 2014 12:30:49 GMT
The edge of the water is a common problem. Try splitting the wall brush along the same level as the water, so it's a separate brush fro above and below the water line. As for the white flashing, it looks to be the "sun beam" brushes are causing it. Try compiling the map with brush entities turned off and see if the problem exists. Does your map compile without any leaks? And this is without adding a large box around the level or using the cordon tool? Good work though. I, too, started to remake the level.. didn't get too far though Glad to hear you like it pretty much my first real map , learnt so much while making it. About what you said , there is no big skybox ofcourse , the are no leaks , and the only map problems it detects are hammerid's (i copied the whole map as you know and that happend.. ) , and a filter that has no target. (used !activator to give a player a name so i can make it that only he will get teleported) ill try the water thing and the brush thingy right now. edit. so i deleted all of the brushes , and it seems like the problem still exist. and it only happens when i fall in water/ look directly at the skybox to the top of it , which makes me think its like starring at the sun == the problem. and the water thingy did work so thanks for that! so now that we know its in the sun.. what can cause it?
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Post by Zeph on Mar 28, 2014 14:10:47 GMT
I doubt anything is wrong with the settings. However you can grab the "best" settings for your chosen skybox here: developer.valvesoftware.com/wiki/Sky_ListIf you change the angle, does the problem go away (or the angle to which it occurs changes majorly?) for example, flip the sin direction 180 to the other side of the room - do you still get the white flashes? Or does removing the env_sun and/or the light_env change when it happens? This would help to determine if it is those or not. The env_sun is just the sprite you see - when seen directly it could be far too bight to cope (the white flash). Does it happen when looking at the env_sun directly? I'm away for the weekend, so will be quiet till Monday. Good luck.
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Post by saarbee on Mar 31, 2014 3:37:57 GMT
So i eventually deleted env_sun and it fixed it. i have another big big problem.. so i made big progress with map which inculded making an out side area . so after i finished making everyting , i started making big skyboxes to cover it.. when i was done my mouse stopped working (my mouse is broken and it happens quite often) so iwhat i did was Spamming CTRL S and i saw everything being saved (there is a little blink in the hammer that makes me know it was saved.) i restarted my computer (now again , it happens alot during work in hammer and its not the first time i restart and press CTRL S alot.) i open my map , everything is GONE! NO brushes no nothing. just EMPTY map. i checked the VisGroups , it is EMPTY too! i rushed to the FOlderr with the VMF and the file size is almost 3MB but the map is empty. ill wait for you'r replay and send u a VMF im so sad about this ;/
EDIT: THANK GOD FOR VMX. i copy my map for 5 diffrent locations NOW. LOL
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Post by Zeph on Mar 31, 2014 9:28:03 GMT
lol. Was going to say, check the VMX and/or the autosave folder. but you're ok.
So it was the sun sprite itself that caused the white flashes.
If you'd like to em check the level for optimisation again, feel free. Enjoy.
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