I have made a map and when i started compiling it got to portflow and start running slower than SH@#. I let it run overnight and it still wasnt finished when i woke up. Is this what mappers have to deal with or am i getting to detailed with my map. The only thing i have done really different than the last compile was i built a light pole and hanging lights using brushes and a couple light props. Does it lag my compile out to make fancy brush stuff. thanks guysPosted by halflife25 on Tue Dec 7th at 11:40pm 2004
I have made a map and when i started compiling it got to portflow and start running slower than SH@#. I let it run overnight and it still wasnt finished when i woke up. Is this what mappers have to deal with or am i getting to detailed with my map. The only thing i have done really different than the last compile was i built a light pole and hanging lights using brushes and a couple light props. Does it lag my compile out to make fancy brush stuff. thanks guysPosted by Leperous on Tue Dec 7th at 11:45pm 2004
Yes it does, turn your fancy brushes into func_detail (or func_brush) entities. Also a lack of RAM might be able to hang the compilers...
Though this tutorial is for HL1, it's still relevant and should help you:
http://www.snarkpit.com/editing.php?page=tutorials&id=60&highlight=splitting
Leperous
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Posted by solo. on Tue Dec 7th at 11:46pm 2004
I'm not too sure man. My advice is save and compile every 20 minutes or so, and save the odd back up copy. that way, if somethign screws up - you have a rough idea what it was, and if you cant solve it, then you can load one of your most recent back ups. I'm not sure why it would take so long to compile with only the extra things you listed - mine doesnt take a minute and is half of a school. Try deleting the lgiht brush just incase you have chose a rreally long one - but otherwise - check propeties of the props and stuff, as well as compiler - and look for anything that stands out. Sorry its not too helpful
Solo.
Posted by MeatStick on Wed Dec 8th at 1:32am 2004
One of the things I do after I load Hammer is I manually set the Process Priority to Above Normal. This allows it to get some extra 'kick' while not directly competing with the taskman (high) incase you need to terminate for some reason. If it were at high you'd get a deadlock since taskman wouldn't have priority over it.
The RAM is a mega MEGA issue in Hammer for sure. Pull up taskman, go scroll through all the available textures in all available keywords one at a time and watch the pagefile grow super quick. Get's well over a GIG real fast. The texture sizes used in the game are, for this type of game (or any really) very large. The average (for wall textures) seems to be 512x512. Multiply that by the total number of textures available and boom it can eat up memory sticks like butter in a volcano.
Posted by omegaslayer on Wed Dec 8th at 7:11am 2004
A Large map (lockdown) takes me apox 10 min to compile. your noob (I say that with the highest respect) map prolly has errors in it. But do what lep said to "simplify" your map.
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Posted by Orpheus on Wed Dec 8th at 10:32am 2004
dunno about the new engine, but when i made complex maps in the old one i would compile only after a fresh re-boot. i would make certain that all nonessential programs were disabled prior to rebooting using "msconfig"
then i would be sure to turn on only my batchfile compiler.
dunno how this will work for HL2, but its worth a try.
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