PassagePortalFlow


(hhhmmmmm) #1

So can anyone tell what this part of the compile does as it usally last the longest…
PassagePortalFlow (9850)
tnx in advanced!!!


(hhhmmmmm) #2

just bump this the top to try again for an answer :stuck_out_tongue:


(rgoer) #3

Repost this question in the q3map2 support forum. When he gets around to it, I’m sure ydnar will give you the low-down.

Here’s as much as I know about PassagePortalFlow: it’s part of the VISing process ;^)


(hhhmmmmm) #4

I may try the q2map forums but i thought i may get the answer here in stupid laymans terms:p
I made a cave structure and altered loads of vertexs now it takes a lifetime to compile

:drink:


(Ifurita) #5

are all the brushes making up that cave complex structural or detail brushes? My guess is that they are all structural. Turn your detail filter on (Ctrl D, I think) and see if all your tunnels go away


(rgoer) #6

Complex structural surfaces (like any kind of terrain/cave/what-have-you) will slow the VIS process down to a glacial pace. Make your cave detail, as Ifurita suggested, and build a simplified (rectangular) VIS-blocking caulk hull around it, instead.


(hhhmmmmm) #7

yeh done that it’s chaulked and made detail and put a large hull round it which did speed some things up, but it’s still real slow mainly soon as it goes into portal passage:/ in a meta compile it takes around 30 secs.
Ps, i build all my maps outta chaulk then color only faces i need to.


(hhhmmmmm) #8

Please can you clarify : and build a simplified (rectangular) VIS-blocking caulk hull around it, instead. aka you mean on the back of the wall which is not drawn/seen???


(rgoer) #9

http://www.quake3world.com/ubb/Forum6/HTML/020488.html

http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20020625-6-022411.html


(hhhmmmmm) #10

cheers rgoer for the top linkys! :clap: :banana: :clap: :drink: