#Compilation stops at the last part of BuildVisLeafs
1 messages · Page 1 of 1 (latest)
likely hitting 32bit ram limit
looks like it almost completes though, I might try doing a bit of luxel scale optimization and try again
i removed a few func_details that are placeholders for models and it compiles
i guess in the final it will be okay
just never seen this error before
luxel scale optimization being configuring lightmap scale right
its not an error that most maps hit
but it can be one if you have:
- an incredibly stupid amount of surfaces
- very huge enormous surfaces (particularly multiple of them)
- extreme abuse of low lightmap scale
- really really fucky brushes that vrad has trouble working with
so it can usually be worked around well enough by doing luxel scale optimization and not having massive huge brush surfaces if possible
well it's just a preety big map with a preety big skybox
although it did turn my attention towards places that are unnecessary to have dense lightmaps
like rooftops
l4d =/= big skybox??
why not
I fail to understand why such a big map is needed for l4d. This isn't gmod
I mean, I don't mean extremely big, preety standard for that game imo
ah ok
but bigger than most like, cs, hl2 or tf2 maps
Yeah