Difference between revisions of "Talk:Level Overviews"

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:If vis is taking 3 days, you ain't optimised. At max it should take minutes for a well optimised map.
 
:If vis is taking 3 days, you ain't optimised. At max it should take minutes for a well optimised map.
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well optimisation aside (something i need to take up with my mappers) a full VIS didnt fix the problem. I managed to bodge the image together in photoshop this time around, but it'd be nice to find a solution.

Revision as of 01:13, 11 September 2005

Have been utilising this in my mod- but have run into a problem. It's worked fine for the first few maps, but the latest map I'm working on is so large that I have to set the cl_leveloverview scale to 11 - which is so far out most of the map stops being drawn, and is replaced with a solid bright green. I've tried setting cl_maxrenderable_dist to something rediculously high such as 20000 or even higher, but it makes no difference. Has anyone else caome across this problem and found a work around?

screenshot

I ran into vis problems b4...some faces didn't render because they were considered to be not seen from the player's view -ts2do

ah... so you're saying that running a fast vis (the map is still under development) can be the cause of this?

Try the full vis compiling and you'll know it ;) --King2500 09:58, 6 Sep 2005 (PDT)

well... 3 days later and vis is still running. i may need to do a few optimizations here :)

3 days??? omg! Maybe try the fast vis! *rofl* --King2500 07:00, 9 Sep 2005 (PDT)

yeah fast vis is what i was using in dev - takes about 10 minutes, but was kinda the cause if this whole thread. vis is still running btw ;)

If vis is taking 3 days, you ain't optimised. At max it should take minutes for a well optimised map.

well optimisation aside (something i need to take up with my mappers) a full VIS didnt fix the problem. I managed to bodge the image together in photoshop this time around, but it'd be nice to find a solution.