those simple questions thread...

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby Ark11 on Mon Jan 30, 2012 1:17 am

WTF IS THIS!?
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And ingame, the command console is full of 'WARNING: vis decompression overload'
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Re: those simple questions thread...

Postby Gary on Mon Jan 30, 2012 1:21 am

Welcome to Source.


I joke. Try googling the error, I've never heard of it.
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Re: those simple questions thread...

Postby Gambini on Mon Jan 30, 2012 2:32 am

vis overflow, looks like it at least
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Re: those simple questions thread...

Postby joe_rogers_11155 on Mon Jan 30, 2012 5:33 am

ark's scene does not look very complex at all. i dont know why it would be doing all that stuff. i have witnessed that error before in an old map of mine...but the map I was building was extremely complex and ENORMOUS, with a very large open area and an equally large underground area...with virtually ZERO optimization.
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Re: those simple questions thread...

Postby Gambini on Mon Jan 30, 2012 11:03 am

Yeah but for the way brushes have dissapeared it looks like he didn´t turn all those sidewalks and roundabout into func_detail.

Check the log, specially pay attention to the visleaves limit or lines like "visdata overflow" and then, in Hammer load the portal file (map tab / load portalfile) and try to optimize it (whenever that is the cause or not it is always a good idea to optimize your visdata).
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Re: those simple questions thread...

Postby joe_rogers_11155 on Mon Jan 30, 2012 1:46 pm

i just assumed that ark knew better by now...?
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Re: those simple questions thread...

Postby WizardExt on Mon Jan 30, 2012 8:33 pm

I had this error recently. i found this: https://developer.valvesoftware.com/wik ... on_Overrun

..I dunno if that was the solution to my problem though, not sure it will solve your problems either. But it sure looks like a VIS problem. In my case it was a wave of issues. So I removed all my overlay/decals, removed some intersecting displacement geometry and also found I had a console command trigger in the beginning of the map with a "" around it. That totally crashed things.. :)
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Re: those simple questions thread...

Postby Gambini on Fri Feb 03, 2012 12:03 am

Enough! For about four years i have been running my mod under EP2´s folder but i´m already tired of renaming folders everytime i want to play an usermap, or having to see my custom content mixed with the game (don´t know which is wors).

If i create a mod or install that basemod from moddb will it work just like Ep2? I mean, i want all content and features without the hassle of copying all the models and other files. Is there any way to do this? utopically i´d like that dynamic shadows someone mentioned around here (you know, those shadows that react to the closest light and not to the shadow_control entity) and those other special features like grass sprites that will bend when stomped. But i can live without that for now. What about engine versions? I always run ep2 with the 2009 engine but didn´t notice any difference from when i used 2007.
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Re: those simple questions thread...

Postby joe_rogers_11155 on Fri Feb 03, 2012 2:19 am

i think 2007 has a weaker light calculation function than 2009.

i have always struggled to create my own mod directory. for a long time i was building maps in the ep2 folder instead of a mod directory. i have only begun to understand how to make everything work correctly.
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Re: those simple questions thread...

Postby Gambini on Fri Feb 03, 2012 2:30 am

Well, we seem to be rowing in the same river. If you or anybody consider there´s something i should know before jumping, say it!
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Re: those simple questions thread...

Postby TheDanishMaster on Fri Feb 03, 2012 11:57 pm

Could anyone explain why the color correction I made looks different when after I save and reload the map? It's really being a pain in the ass ¬_¬
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Re: those simple questions thread...

Postby Gambini on Sat Feb 04, 2012 12:11 am

Use a logic_auto to activate it and set the condition as onmapspawn, thus the color correction will work whenever you start a new game, come from a previous level or load a saved game.
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Re: those simple questions thread...

Postby Ark11 on Sat Feb 04, 2012 10:39 pm

In the map I'm working on, the usual framerate is around 280-300. But there is one area of my map where when you look at it the fps drops to less than 100. All the complex geometry is func_detail. How do I fix it?
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Re: those simple questions thread...

Postby Gary on Sat Feb 04, 2012 11:38 pm

Mat_wireframe to see if its drawing hidden geometry.
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Re: those simple questions thread...

Postby Smurftyours on Sat Feb 04, 2012 11:40 pm

Why does no one use vsync? Do they just enjoy overusing their card and getting high temps for nothing?
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