CocoT wrote:(10 days later)
Mmm, vis worked ok on some smaller test maps, but now I have this bigger map which somehow won't vis.
I tried seeing if turning it into a Q3 map would help frame rate and had the feeling it did, but then I had some issues with liquid textures (rendered as solids) and the skybox didn't load (which might actually explain why the frame rate was a bit better).
Anyway, for the moment I'm thus not vissing(?) it and hit a low of around 10 frame per second in some areas/angles. The problem is that I do need to add some more stuff (not a lot, but still), so we'll see.
Stupid question: does external texture loading help frame rate? I had the feeling I gained a little by using a retexturing project rather than use default Q1 texture settings.
If you cannot VIS a map, there's a hull breach somewhere. Find it, seal it, and try to VIS again. Repeat until success.
When it's really hard to find the hull, i use a dirty trick: I first remove all entities but the player (of course, save a backup first

), then I make a really big wall dividing the map in the half. If this not work at first, I either move the wall along the map or add one or more walls, dividing it yet more, until the map is "sealed" again (or, at least, the section where the player is). Then I start moving or removing the first big wall, then the others, until I can pinpoint the leak. Usually, some brush with the wrong size, leaving a small and hidden opening that only VIS can see.
The best way to avoid this is to run VIS every 30 minutes or so, because you can easily identify what could be causing the leak.
And about your question: no, external textures could only make any difference in the map loading times.