VVIS

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Revision as of 13:27, 23 September 2005 by Neomagus00 (talk | contribs)
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An optional compiling tool that sets the portals on your map. It determines what must be rendered in a certain area, allowing the game to ignore parts of the map, speeding up rendering. If this process is taking too long, be sure to read up on Controlling Geometry Visibility and Compile Times on how to reduce visleafs using func_details.


It is not recommended to leave out this process on any final maps, but it's okay to skip if you just want a quick look at how your level looks.

Options

Use these in combination with expert compile mode or a batch file:

Common options

  • -v (or -verbose): Turn on verbose output (also shows more command
  • -fast : Only do first quick pass on vis calculations.
  • -mpi : Use VMPI to distribute computations.
  • -low : Run as an idle-priority process.
  • -vproject <directory> : Override the VPROJECT environment variable.
  • -game <directory> : Same as -vproject.

Other options

  • -novconfig : Don't bring up graphical UI on vproject errors.
  • -radius_override: Force a vis radius, regardless of whether an env_fog_controller specifies one.
  • -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
  • -threads : Control the number of threads vbsp uses (defaults to the # of processors (times 2 for hyperthreading CPU's) on your machine).
  • -nosort : Don't sort portals (sorting is an optimization).
  • -tmpin : Make portals come from \tmp\<mapname>.
  • -tmpout : Make portals come from \tmp\<mapname>.

See Also:

VBSP

VRAD