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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: VIS compiling required for Co-op?
galentv
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Since: Oct 25, 2008
Posts: 65
Last: Aug 10, 2014
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Dec. 27, 2010 05:24 pm
I understand BSP, light and fastfile compiling but what is vis? and if you compile vis there's a possibility that the leaf portal error shows up. What is VIS and what does it do, and is it required for nazi zombie co-op maps?
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DownloadAcc
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Since: Nov 28, 2010
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Last: Apr 1, 2011
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Dec. 27, 2010 06:26 pm
Not required.
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Mystic
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Since: Apr 10, 2004
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Dec. 27, 2010 06:43 pm
I would disagree with DownloadAcc.

Vis, stands for visual. Imagine your standing in your kitchen, if you looked out the door you can't see your bedroom (probably) so there is no need for you brain to 'render' what is in there, this is what VIS does, it works out what you can see from where.

Without VIS compiled the server or computer has to do this in realtime, as you can imagine that uses a large chunk of your systems power to work this out..

Therefore anything with more than one person should have visdata compiled. Single player its not so important but multiplayer/coop its mandatory really.
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DownloadAcc
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Since: Nov 28, 2010
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Dec. 27, 2010 06:55 pm
You won't be able to successfully compile VIS if the map is not portalled. Zombie maps, typically do not need to be portalled as they are not expansive in size, and doing so, with open spaces, will lead to insignificant memory usage. But all means, if you portal it go ahead and use VIS.
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Ray
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Since: Apr 24, 2006
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Last: Nov 17, 2013
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Dec. 27, 2010 10:33 pm
Im sure that I didnt use VIS in world at war. I dont think it is required anymore either.
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dundy
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Since: Dec 14, 2004
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Dec. 27, 2010 11:44 pm
I also never used VIS on any of my maps[wink]
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SQUISHY44
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Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 06:39 am
In a properly optimized map compiled with vis it will run a lot better and smoother than one without vis. I suggest you do some reading on vis and optimization. Something to get you started (different game but same concept):
http://developer.valvesoftware.com/wiki/Visleaf
http://developer.valvesoftware.com/wiki/Visibility_optimization
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galentv
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Since: Oct 25, 2008
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Last: Aug 10, 2014
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 10:16 am
thanks for the extensive help :) Basically, VIS is good, and I'll comile my map to VIS, but then it gets to another issue, when I compile vis it says "Leaf with too many portals" in the compiling window. I've know that it means that a brush/es is "inside" another brush, ? and some people say that "detail brushes" help, but what are detail-brushes and what do they do?

edited on Dec. 28, 2010 05:18 am by galentv
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Mystic
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 11:41 am
Detail brushes should be anything that isn't structual, so things like door frames, stairs, or any brushes that are for decoration. You right click a selected brush and - make detail

When compiling VIS the detail brushes are 'invisible' to the compiler. If you didn't use detail brushes the compiler has to work out all them brushes and if they are blocking the players view in any way, this is a lot of work that isn't needed so make most things except walls detailed.
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galentv
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Since: Oct 25, 2008
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Last: Aug 10, 2014
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 02:30 pm
What do you mean by "structual"?

edited on Dec. 28, 2010 09:58 am by galentv
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