View Full Version : vis wont run??
04-27-2002, 10:18 PM
hey i finally got past all the freaking sof2 crashes and i can now compile my map, but for some reason when i do it doesnt run vis at all (i know cus all textures are at max brightness). help me!!
04-27-2002, 10:41 PM
'vis' computes visibility - I don't think it has anything to do with lighting. Can you give more information? What menu option are you using? What is displayed in the DOS box that pops up?
04-27-2002, 10:47 PM
well ya vis calculates the way the light bounces, and i know this from experience mapping using worldcraft for CS. I am using bsp FullVis, but when i go ingame, it is obvious that everything is as bright as possible and the light entities have no effect on the brightness.
and when i run bsp fullvis, it goes thru the bsp process, i can play the map, but it ends and then it gives a filepath...
or something, then below that filepath it simply says "C:\" like my bsp commands are getting screwed around with and their full instructions are not there/not being read....
04-28-2002, 12:42 AM
oops i was wrong VIS doesnt calculate light (but i still am not sure if its running), RAD does the light.... but i dont think rad is running either. its like my bsp commands on the list are being erased or something...
04-28-2002, 05:17 AM
well i dont know why this was happening but it stopped once i reinstalled my tools, just saying this incase anyone else has this problem
04-28-2002, 05:48 AM
VIS is the process of splitting up the binary tree, it has nothing to do with lighting...
First do a FullVis on your map... then do a relight, the relight usually takes longer (If you only make a change to lighting, obviously just perform a relight). With quake 3 it shows you every step of the lighting, vis, and ai, i dont know why Raven decided to hide the steps from everyone...
Justin "Jesterspaz" Negrete
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