Talk:Grouping and VisGrouping
Contents
Visgroup Limit
Anybody ever come across a problem with their visgroups seemingly locking up? I've a map that uses visgroups to a large degree, and for some reason I can no longer add or remove objects to existing groups. The visgroups still work as expected otherwise - I can still hide/unhide, combine, parent, etc... - it's just that I can't go into an object's properties and add or remove it from any visgroups groups anymore. I can also still create new visgroups using the "hide selected objects" tool, but I can't add or remove objects from those once they are made either. It's really annoying to have a map that uses a complex visgroup setup unable to have its visgroups edited, as now their purpose is pretty undermined by the fact I've a few hundred objects unable to be added to the groups they belong to. Is there a limit to the number of object/visgroup relationships you can have within a level or something? --ReNo 07:46, 25 Apr 2007 (PDT)
- Theres none that I know of, take a look at the VMF_documentation it talks about how visgroups are stored in the vmf so you may be able to fix your problem manually. --Angry Beaver 13:44, 25 Apr 2007 (PDT)
- Well a little snooping around my VMF shows I had 133 visgroups (I use them for lighting templates, seperating different floors, hiding ceilings for an nice 3D overview, and filters for the crap load of entities needed for maps in The Ship), and deleting some so it went down to below 128 makes everything work properly. It appears there is a limit on some part of the visgroup system to 128 - Hammer WILL let you create more than this, it just won't be happy about it :) Wouldn't be surprised if this was the cause of some of the many crashes Hammer's been giving me lately - nobody likes overrunning an array! --ReNo 02:39, 26 Apr 2007 (PDT)
- I'll append that information where it may be needed, sucks to be one to figure these things out the hard way :) --Angry Beaver 11:47, 28 Apr 2007 (PDT)
- Well a little snooping around my VMF shows I had 133 visgroups (I use them for lighting templates, seperating different floors, hiding ceilings for an nice 3D overview, and filters for the crap load of entities needed for maps in The Ship), and deleting some so it went down to below 128 makes everything work properly. It appears there is a limit on some part of the visgroup system to 128 - Hammer WILL let you create more than this, it just won't be happy about it :) Wouldn't be surprised if this was the cause of some of the many crashes Hammer's been giving me lately - nobody likes overrunning an array! --ReNo 02:39, 26 Apr 2007 (PDT)
Ignore Groups
Not sure how to word this, as such I haven't put it on the article. When you group a brush entity with any other object, and select Ignore Groups to work with it, the entity details will not show - it comes up as a "solid" only. --Daedalus 18:58, 28 Apr 2007 (PDT)
- This happens to any brush entity, it is not specific to visgroups. --Omnicoder 09:29, 5 August 2010 (UTC)
auto visgroups
I've been collecting a list of the (default) auto visgroups hammer uses to classify entities, thinking it could be a useful template for entity documentation categories ...? Presumably hammer keys these off specific elements in the fgd but I've not figured out how. Any suggestions welcome. Please add any more visgroups you come across to the list ;-) --Beeswax 12:57, 9 Mar 2008 (PDT)
- 3D Reference
- 3D skybox
- Auto
- World Geometry
- Sky
- World Details
- Props
- Func Detail
- Entities
- Brush Entities (=@SolidClass ?)
- Point Entities (=@PointClass, @FilterClass, @KeyFrameClass ?)
- Triggers
- NPCs
- Lights
- Tool Brushes
- Occluders
- Skip
- Hint
- Clips
- Invisible
- Ladder
Can't change VisGroup color?
Kind of odd, but when I attempt to edit an auto visgroup (in this case, Nodraw), the color I change it to won't update the color in the 2D views. --Mattshu 20:07, 1 February 2011 (UTC)
VisGroups DO affect in-game play
If you disable a visgroups visibility (by unchecking it in the list), you will remove all members of that visgroup from in-game play. This is why it's typically important to turn all visgroups back on before compiling your map. --MossyBucket (formerly Andreasen) 14:07, 12 February 2011 (UTC)