Too many visleaves

Any aspects of level design for the Source engine.

Too many visleaves

Postby mpvm on Wed Dec 22, 2010 3:46 pm

Hi.

I'm creating a map for counter-strike i hammer editor, but when i compile I have way too many visleaves. The compile process simply can't complete because of the long compile time caused by the many visleaves. I have tried to make brush geometry into func_detail, but then the compiler gives me an error; too many t-junctions and the waterindices reach 100% :(

The too many t-junctions error occurs when too much brush geometry and func_detail are mixed.

Is there any way i can use only costumized visleafes created by the "hint" texture, by disable the visleafes created automaticly?

Thanks in advance,
MPVM
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Re: Too many visleaves

Postby Unreal_Me on Wed Dec 22, 2010 10:26 pm

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