Hey, I just read a tutorial on the vis, about the game engine having to draw sectors over yourt map that determine the amount of triangles the JK3 program computes in game, and realized my map is really screwed. I is a circle, with 2 rings around it, and vey linear. From the center of the circle you can see for game-miles (to give you an idea the center circle is 5000 units across. All the hidden surface are caulked, and all the unnecessary internal brushes are detail, but it took 3 HOURS to compile. Vis was good, but probably not when there are 16 bots running around. What can I do to help that without obstructing the hallways (I think Szico had a few posts concerning that on his Chocobo previews of Midgar V2). Also, the rings are made up of bevels, which I believe the game engine sees as a leak when placed on the void. At least, I get a red leak line, and the only point it breaks free of the internal building is along those patches, even though I've examined all seams for holes. Is there an easy way to make a brush tube to fit around the ring tunnels?
1. 3 hours is an ok time for a full compolation 2. anny curve that tuches the void will make ur map leak 3.just make somthing 2 slot over your circles like a box but you will have to make it structual or again your map will leak hope that helps
It does, but the 3 hours is a test, not near full (have about 500 more brushes, dozens of spawnpoints, and the textureing to still work out)
lol, i make a single box and it takes too long...
If you find me on msn and send me the .map ill have a look for you :)