What do I need to do to fix or shortin the vvis.exe Or what is the proper way of using hint brushes
By Resol 3 years agoI am wanting to track down the cause or what might cause the compile time for a map to be insanlly long as in 18+ hours and still not finished.
Fast Facts:
- Large brushed (hollowed cube) all around the map
- 30 or so props (as in trees,rocks)
- compile options all set to normal
- vvis.exe after like 15+hours is still grinding away(btw the compiling takes 99% of my cpu load)
- 3.0Ghz duo core, 2g RAM
- What do I need to do to help prevent long vvis compiles?
- And would the hint brushes fix this and how to use them properlly?
Long info/Back Story
It happened once on a map I was messing with but only when I did the full compile. It seems the issue is when the vvis.exe is run and from what I know of on what the program does is it carves the map up into visual blocks to help with runtime renderings of the map and what brushes to draw when and such. Now when this first happend I didnt care about making the map look fancy and such so I just did the cheap compile on it but the map I am working on now I want to look good and play good (the other map I heard ALOT of ppl complain it laged lol)
So below is a youtube I made for a friend and was gonna show it to here to let it be the discription of the map so far.(video was take with fraps from the hammer editer) http://www.youtube.com/watch?v=kChke0gjv0Q
But the reason I am posting this is to find out what I need to look at to help this map to compile. I know of the hint brush I think its called but am not really sure the proper way of using it in this map since I REALLY want the map to be open. Like the 2 areas I have now I want it so if ppl want to the can try and throw nades into the other area. BUT I dont know how to go about spliting the map up so the comiler knows what to be drawing when. In other words how do I tell the compiler that when ur in the frist area dont bother drawing the 2nd area until you see into the arch way leading to it. (I am assuming since the skybox texture and the accual walkable map area are so far apart the vvis.exe is running even when you are below the map) I am plaing on later going thour and moving the sky box brushes in more but right now I was just waiting. So this long compule might simply be from that but figured i would still ask incase theres something im not looking at or thinking of myself.
Thanks :)
Sorry for the long post but I really want to find more info on how to both fix this map and prevent it in later maps.








