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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2953277509
Not show up correct result and all number is 0.
The trick is to make everything that cuts a visleaf (all your non-detailed brushes) to be rectangular and on the grid. Then your computer will be able to handle calculating the vvis.
You need to turn more of your brushes into func_details so they cut less visleaves (and preferably only rectangular visleaves). All the angled roofs are cutting diagonal visleaves, that are hurting your optimization. I suggest watching this optimization video. For the various buildings in large exterior areas, only the big rectangular walls that block line of sight, should normal brushes, the rest of the details should be func_details. The curved road sections which are normal brushes should also be func_details. So you aren’t cutting weird trapezoid shaped visleaves.
You have at least two buildings on an angle, they are all brushes, and all the vertexes are OFF THE GRID. That is a massive vvis problem, it’s probably causing all kinds of issues. If those buildings are already func_instance(s) (it's hard for me to tell), then make them into func_details inside the instance.
In case they are not already func_instances; If you want a building at an angle: Make a separate .vmf in your project folder, of just the building, built square (all walls at right angles) and on the grid. Make it all func_details (because you don't want it cutting weird angles in vvis on the big map). Save the file with a name (like house1). Add a point entity which is a func_instance in your map, and in the VMF filename: add your file of the building. As long as the main map, and the sub-map have a name, the building should now show up (in orange). Then rotate the instance (the point entity that represents the house) to fit your map as desired.
With some work and a lot of optimization, you should be able to run vvis on normal without making your computer cry.
I suggest using visgroups ->auto to turn off everything but the brush work when you are optimizing.
Stuff that should be a func_detail: Sports nets (the whole thing), columns, parking curbs, window/door molding, interior half-walls/counters, and cabinets.
You may want to extend the trigger_push to both sides (inside and out) of the elevator to shove the bots better (shove them halfway into the elevator). You may want two additional trigger_push(s) outside the elevator to drive them away from the edges, so they don’t get stuck on the edge of the door.
The first elevator is big enough, but suvivor bots just don't walk inside. So something is wrong (as they walk into the later elevator on the same level). They wouldn't even walk on when I was looking at it with the director turned off. They are acting like that nav is blocked. If you use warp_all_survivors_here while pointing at the inside of the first elevator at the top stop, you teleport to just outside the elevator. Which I think means it thinks that nav is blocked to survivors too.
Instead of a nav_blocker in the first elevator when open at the top, if you want to protect the survivors, I suggest a trigger_hurt (with a name so you can disable/enable it) with an infected filter. I would at least try it without a func_nav_blocker (for the infected) to see if that lets the survivor bots get into the elevator better (the func_nav_blocker set to infected shouldn't be stopping them, but maybe it's bugged).
On map 2 your fog starts and ends at 16000 units on a map that is only about 6000 units across, and I’m guessing the longest view on the map is about 2500 units long. Consider starting your fog at a more reasonable value, like start 1600 (you may have just added an extra zero by accident), and ending it at around 2000. May want to give the fog a color too (it appears to be set to white), like dark grey. That way you will actually see the fog.