 JPL   
		#17651 posted by  madfox on 2016/11/30 21:45:36  
		Send the bsp to me, I can easily decompile it in seconds, 
  if the map is a clear bsp.
  
  Use winbspc12 on winXP!  
	 
		
		
		#17652 posted by  Naitelveni on 2016/11/30 21:46:12  
		The huge one?  
	 
		
		
		#17653 posted by  Naitelveni on 2016/11/30 21:46:55  
		ups sorry  
	 
		
		 MadFox   
		#17654 posted by  JPL on 2016/12/01 09:57:31  
		Thanks, but it is not needed anymore: I found by luck an old CD-ROM archive on which I put the complete QuArK project of the map I have been trying to decompile... :)  
	 
		
		
		#17655 posted by  Newhouse on 2016/12/01 11:50:06  
		Thanks to someone how send me this link first time :
  http://www.quake-1.com/wc16a-tutorial/
 (btw one of the hardest things to google)   
	 
		
		
		#17656 posted by  Naitelveni on 2016/12/01 12:41:39  
		Last evening i tried to compile my map and woke up this morning and it had compiled the map. it took 10 hours. I opened the map and at one point there seemed to be an invisible line that would push me into the void letting me see the whole map from a distance. Why did this happen?  
	 
		
		
		#17657 posted by  muk on 2016/12/01 12:59:03  
		What tools are you using to compile?
  
  It really shouldnt be taking hours to compile.  
	 
		
		
		#17658 posted by  Naitelveni on 2016/12/01 13:10:23  
		ericw's compiler  
	 
		
		 Detail   
		#17659 posted by  mjb on 2016/12/01 13:17:59  
		Do you have a very large open area of your map? Is the map entirely boxed in by a large cube brush?
  
  Another thing to try is to select detail brushes (Like decorative columns, wall detailing, decorations in general) and make them into func_detail brushes.
  
  This might help compiler time as well as 10 hours is very abnormal for what I presume to be a normal sized map.  
	 
		
		
		#17660 posted by  Naitelveni on 2016/12/01 13:23:08  
		i have a huge outdoor area, i dont box my map and i do have some detail.
  
  what about the void bug?  
	 
		
		
		#17661 posted by  Mugwump on 2016/12/01 13:25:05  
		It really shouldnt be taking hours to compile.
  If his computer is antediluvian, it might. What system are you working on, Naite?  
	 
		
		
		#17662 posted by  mjb on 2016/12/01 13:25:50  
		I am not sure about your issue with the void but that outdoor area may be the cause or at least a large factor of your compile times. Try to find more non-essential brushes to make into func_detail brushes. Depending on how huge, you may have to consider closing in that outdoor section or deal with the large  compile.  
	 
		
		
		#17663 posted by  Naitelveni on 2016/12/01 13:40:09  
		I have a 2013 imac 2.9 ghz with 8gb ram.
  Os is Windows 8.
  
  i have to make my outdoor area smaller. :/
  its too bad that big areas affect the compiling time so dramatically.  
	 
		
		 Func Details?   
		#17664 posted by  Newhouse on 2016/12/01 13:48:55  
		
	 
		
		 Sacrifice   
		#17665 posted by  mjb on 2016/12/01 13:49:59  
		Are you using -level 4 for your VIS? You could try just a normal VIS just to see.
  
  You could also share your .map file for others to analyze and see what could be done.
  
  That's entirely up to you though!  
	 
		
		
		#17666 posted by  Mugwump on 2016/12/01 13:51:15  
		Or if you can cope with long compiling times, you might want to consider going with it: it's not often that we can enjoy large outdoors in Quake. I sure would like to see more of these.  
	 
		
		 NewDetail   
		#17667 posted by  mjb on 2016/12/01 13:59:30  
		NewHouse,
  
  Yes that is a good example of using func_details.
  
  Another way to see is if you select all of your func_details and hide them...is your map still able to fully VIS?  
	 
		
		 Func_detail   
		#17668 posted by  khreathor on 2016/12/01 14:40:35  
		It's just ignored by VIS, but other than that it behaves as a normal brush, so collision etc. works the same. 
  Important thing is to not use them as main walls closing your map - VIS will get rekt this way.  
	 
		
		 Thank You* Another Question About Func_Illusionary   
		#17669 posted by  Newhouse on 2016/12/01 15:07:27  
		
	 
		
		
		#17670 posted by  Newhouse on 2016/12/01 15:09:35  
		To be honest this would be interesting way to show secrets.. but I guess it is not intended or have something to do with how engine draws them? I'm using Quakespasm in this case.  
	 
		
		
		
		well that's uh.... not an intended feature.  
	 
		
		
		#17672 posted by  Rick on 2016/12/01 16:16:40  
		I remember when GL Quake was new, if you played a map that hadn't been vised specifically with transparent water, you would see a similar effect. Looking through water, doors and other entities were visible when they shouldn't be.  
	 
		
		
		#17673 posted by  Newhouse on 2016/12/01 16:30:25  
		Hmm.. it should be fully vised, no leaks etc. I use -level4.  
	 
		
		 Is Your QuakeSpasm Up-to-date?   
		#17674 posted by  Mugwump on 2016/12/01 16:36:28  
		  
	 
		
		
		#17675 posted by  Newhouse on 2016/12/01 16:48:39  
		If it is 0.92.1 then it is up to date.
  
  I tried to run it on Darkplaces too, and it worked just fine. In Quakespasm and Mark V (tested so far), I had these drawing issues.  
	 
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