Huge problems with VisNumBytes

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Huge problems with VisNumBytes

G'day, I have tried to follow all tutorials I have found on Vis_Leafgroups to no avail.
They all pretty much point back to the tutorial by Storm.
I'm sorry I mean no disrespect, but can someone translate it to plain English? lol
I recognize the words but when they're all put together like that I'm totally lost. lol Sorry Storm. Wink
 
What I got from tutorials is that basically all walls, floors and roofs need to be "structural" and not "detail" however that only increased the VisNumBytes (by ten million) when I tried to compile the map.
I have done Vis Leafgroups before (years ago) and I thought I remembered it all, but alas adding Vis Leafgroups is also increasing VisNumBytes when I tried to compile the map.
 
Reducing the brightness of all lights in the map didn't make a difference to the VisNumBytes.
 
I made the map years ago and it plays perfectly fine (FPS, etc) but because it has a series of tunnels, which are obviously underground, it needs to be turned into a night map to make it more realistic. The compiler won't complete the lighting process while the VisNumBytes are excessive.
 
Any help would be greatly appreciated. Cheers.

We don't stop playing games because we get old.  We only get old when we stop playing games.

Re: Huge problems with VisNumBytes

Good to see the site up again. I tried earlier to tell of my great news.
 
The map compiled, even with correct lighting even though it still has 61,814,000 VisNumBytes exceeding the 2,097,152 limit.
Happier than a pig in poop. lol Smile

We don't stop playing games because we get old.  We only get old when we stop playing games.