Something is amiss. Check your texture's lightgrid map. Make sure they're set to an appropriate value. (You might have to optimize it between which is important and which is not important.)
Also, just wanted to make sure, are there any viscluster interacting with waterbrush? Avoid doing that. From: csgo_sdk-boun...@list.valvesoftware.com [mailto:csgo_sdk-boun...@list.valvesoftware.com] On Behalf Of Niels Gade Sent: Tuesday, February 25, 2014 7:32 AM To: Nick Haruk; csgo_sdk@list.valvesoftware.com Subject: Re: [Csgo_sdk] Doing a Full Compile I've func_detailed half the map. 2014-02-25 14:02 GMT+01:00 Nick Haruk <nickha...@yahoo.com>: Other than visclusters, what else do you do to keep the vis neat? On Tuesday, February 25, 2014 6:39 AM, Niels Gade <nielsg...@gmail.com> wrote: My vrad.exe crashes when doing the vis. I've cleaned up the portals with func_viscluster, but to no avail. I'm using -textureshadows, -staticproppolys, and -staticproplighting, do they need to be in order for it to work? _______________________________________________ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk _______________________________________________ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
_______________________________________________ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk