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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: VIS doesn't work
notelvis
General Member
Since: Feb 19, 2005
Posts: 63
Last: Jun 13, 2006
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Level 3
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 08:53 am
I've got a nice map, portalled and well, thanks to you guys, but there is a problem.. I tried to compile it completely tonight (now WITH all the lightning and VIS [didn't do that before cuz it saves time and is not needed when testing]). but the compiler just doesn't wanna do the VIS thing, It hangs @ about the 4th thing on the second row.. It stayed on all night so it is no time shortage.. Now here's my question, is it absolutely necessairy to do the VIS thing.. because the portals function very well when there's no VIS done, so what does it do and do i really really need it ?
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
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Level 4
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 10:24 am
VIS breaks the map up into leafs and calculates which leafs can see which others so that the game only has to render what is really necessary. This makes the map run faster. You might be able to skip the VIS part of the compile (I know you can in HL2) but I wouldn't recommend it.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 11:41 am
If your VIS is taking to long, try sorting out all the detial and structual brushes in the map, this should speed things up, also if the compiler "freezes" it might not crash, its done it to me before and still created a working .bsp so check your maps or mp folder for the .bsp, it may have done it.
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notelvis
General Member
Since: Feb 19, 2005
Posts: 63
Last: Jun 13, 2006
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Level 3
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 11:54 am
I've got a very large map and I already sorted out the structural/detailed brushes before the compile, I think i'll leave it out for the beta testers.. thanks!
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 01:40 pm
run it with the command -fast
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notelvis
General Member
Since: Feb 19, 2005
Posts: 63
Last: Jun 13, 2006
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Level 3
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 01:42 pm
ah nice, gonna try that Rasta, [ *cough nice stuka tutorial] Does it matter that I run the VIS after the Flare?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 03:19 pm
first normal
then -vis -fast
then flare

NO idea what happens if you turn it around.. but that;s the way everyone and everything does it.. so why change it?
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notelvis
General Member
Since: Feb 19, 2005
Posts: 63
Last: Jun 13, 2006
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Level 3
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 04:37 pm
because vis didnt work so I did the flare (3 hours!) right after the first q3map.
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD Mapping
Posted: Sunday, Aug. 21, 2005 04:42 pm
Strange! I have a fairly large map, when compiling, bsp, vis (-fast) flare (model shadow) takes around 30mins

You should run the vis or i dont think your get a complete .bsp (found from trial and error)
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notelvis
General Member
Since: Feb 19, 2005
Posts: 63
Last: Jun 13, 2006
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Level 3
Category: CoD Mapping
Posted: Monday, Aug. 22, 2005 08:33 am
the maps runs very well, only you cant throw nades, and somethings wrong with the A & B bombs, could that have anything to do with not running VIS ?
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