Rediculous Compile Time
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Re: Rediculous Compile Time
Posted by Agent Smith on Sat Jan 8th at 8:20am 2005


I've been compiling my competition map since 2am thursday morning and the thing is still going. It took 30 hours to get to 9... and its been stuck trying to get to ten for the last 36 hours. Does anyone have a clue, because I have to send this thing on monday or thats it, a months worth of work for the comp down the drain.

PLEASE HELP ME IF YOU CAN!





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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 8:26am 2005


Omg... I just came on to post the exact same thing... is this what your compile looks like?


materialPath: c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrccs_alcatraz503.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (1)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 358 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrccs_alcatraz503.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Building Physics collision data...
done (3) (1093547 bytes)
Building Physics collision data...
done (2) (1171680 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrccs_alcatraz503.bsp
34 seconds elapsed


1 threads
reading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrccs_alcatraz503.bsp
reading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrccs_alcatraz503.prt
1487 portalclusters
3661 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . .





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Re: Rediculous Compile Time
Posted by Agent Smith on Sat Jan 8th at 8:35am 2005


Pretty much exactly the same, except I've got less portalclusters and more numportals. It's been sitting there, using 99% system resources since early thursday morning, trying to build that last segment. I can't tell if its frozen or what.

I got an error the first time I tried to do a full compile, something about too many portals, which I fixed. I did a quick compile before hand to check for anymore errors and stuff but it was clean. I put on the full compile and its still going. No errors or anything.

[addsig]




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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 8:37am 2005


Mine was working fine until I made the skybox bigger and added a displacement island.

I am going to try and find out why... if I ever do find out, i'll tell you straight away.





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Re: Rediculous Compile Time
Posted by Anable on Sat Jan 8th at 8:42am 2005


? quote:
I've been compiling my competition map since 2am thursday morning and the thing is still going. It took 30 hours to get to 9... and its been stuck trying to get to ten for the last 36 hours. Does anyone have a clue, because I have to send this thing on monday or thats it, a months worth of work for the comp down the drain.

PLEASE HELP ME IF YOU CAN!



You need to learn to use GLView. It's your VIS that's killing your compile time. I bet your leaves look like hell.




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Re: Rediculous Compile Time
Posted by Agent Smith on Sat Jan 8th at 8:45am 2005


Wait, there were some errors I missed, could these be the problem?

2 threads
reading g:steamsteamappsagent_smith_bobsourcesdkdm_hydro.bsp
reading g:steamsteamappsagent_smith_bobsourcesdkdm_hydro.prt
1879 portalclusters
6534 numportals
Leaf (portal 1835) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.

2 threads
reading g:steamsteamappsagent_smith_bobsourcesdkdm_hydro.bsp
reading g:steamsteamappsagent_smith_bobsourcesdkdm_hydro.prt
1809 portalclusters
6245 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 148516 visible clusters (0.00%)
Total clusters visible: 2762722
Average clusters visible: 1527
Building PAS...
Average clusters audible: 1800
visdatasize:819952 compressed from 839376
writing g:steamsteamappsagent_smith_bobsourcesdkdm_hydro.bsp
18 seconds elapsed

[addsig]




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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 8:50am 2005


1. I don't think them errors are the cause.

2. There is nothing wrong with my leaves... you need to learn ask people whether they use it or not instead of telling them they don't





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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 8:59am 2005


It's taking me like 2 minutes at the most to get to 1...2...3...4...5...6...7...8..9... but then even if I leave it for 2-3 hours it doesn't go to 10. This can't be a problem with leaves can it if it only takes 2 minutes to get to 9...?



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Re: Rediculous Compile Time
Posted by Yak_Fighter on Sat Jan 8th at 9:05am 2005


Holy crap your map must be huge, but there is no reason why it should take over 24 hours to compile. I'd cancel it right now and do some quick simplification of complex areas and then retry. Cut unnecessary detail where you can.

I can tell you that the WARNING:cluster portals saw into cluster is either meaningless or not important, as my map has that and it finishes vis in about 15 minutes.

I would look into the leaf w/ too many portals error, as that could be messing everything up.

Sorry I can't be much more of a help.

[addsig]



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Re: Rediculous Compile Time
Posted by alingrecea on Sat Jan 8th at 9:10am 2005


Even if u have your map in a sky box and u have leaks that will leak inside the sky box but not outside of it, then Vis has to calculate everything outside of your map but inside the skybox. U have to delete a wall of the skybox aka 'Brush" and then compile the map, if u have leaks then load the MAPNAME.lin file(it get's generated only when u have leaks) that will be in the hammer menu Map -> Load Point file and it will show u where are the leaks. TIP every displacement that i applied to a a solid LEAKED then i had to enclose only parts of my map in skybox.



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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 9:10am 2005


Can someone check out my .vmf file and see if they can fix any problems for me... it is not very optimized though as I kept having problems of portals refusing to open.

If you can add livett_1@hotmail.com to MSN and I will send it to you





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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 9:12am 2005


? quoting alingrecea
Even if u have your map in a sky box and u have leaks that will leak inside the sky box but not outside of it, then Vis has to calculate everything outside of your map but inside the skybox. U have to delete a wall of the skybox aka 'Brush" and then compile the map, if u have leaks then load the MAPNAME.lin file(it get's generated only when u have leaks) that will be in the hammer menu Map -> Load Point file and it will show u where are the leaks. TIP every displacement that i applied to a a solid LEAKED then i had to enclose only parts of my map in skybox.

I'll try that out. Good advice

Wait a minute... how am going to try that if my map won't compile?





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Re: Rediculous Compile Time
Posted by mazemaster on Sat Jan 8th at 10:51am 2005


The new vis is a bitch. Seriously, if you have anything complex vis-wise, you have to optimize like crazy or else the vis times just skyrocket. I'm just trying to find out whether the vis algorithm actually has to take into account all the previous stuff as it goes along, or whether it just does the easy stuff first and the hard stuff last. Hopefully its the latter since then you could just blockify all your complex stuff with hints and it would speed up. [addsig]



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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 11:08am 2005


I found that when I deleted the island and made my skybox smaller my building was on the VIS time was a hell of a lot faster which makes me think I need to vis block my building from the rest of the map.

I tried doing this but I couldn't get it to work, also I can't get my area portals to work properly. Any chance I can send you my .vmf and you optimize. I try to learn to optimize whilst I am waiting for a reply. Hopefully I can learn to do it myself.





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Re: Rediculous Compile Time
Posted by ALEXtheGreat on Sat Jan 8th at 11:36am 2005


hmm, just need to say that im pretty much a mapping noob...

But when im compiling the my map, just to try it out, it gets stuck on one of thoose meters (1...2....3...) At first it goes okay, but it gets slower and slower until it stops.

So, i got win xp, i checked at the ctrl+alt+del window (dunno the english name) and i found a process, "vvis". And it took like 99% of my cpu, I din't know what it was, but i dont want no processes taking 99%. so i shut it down. and suddenly hl started. becuse that compile stuff got canceled so the rest could go on. When i tested the map, nothing was wrong or anything and it played well.

what im trying to say, it that um, I can play my map without letting vvis work for more than a minute or so. So you might try that as a last resort. Just to get you map playable until monday. Just quit the process, and se what happens.

But! remember that im a mapping noob, and i dont know what vvis does or anything! So be cautios if you try that....





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Re: Rediculous Compile Time
Posted by Livett on Sat Jan 8th at 11:54am 2005


Of course it takes up so much CPU. If it only used up like 5% then it would take so much longer.

It is best to let VIS run through, or you will get serious problems with your map.





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Re: Rediculous Compile Time
Posted by ALEXtheGreat on Sat Jan 8th at 12:03pm 2005


the thing is that i dont, no problems at all... But im sure it has a prurpose, so i guess its best to wait like all day to compile it..... :/



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Re: Rediculous Compile Time
Posted by Agent Smith on Sat Jan 8th at 1:06pm 2005


I've done some fixing up so hopefully it'll run a bit better. I did notice however when looking at the vis leafs that there seemed to be some outside the actual level, going of into the distance. Does everyone else have them or is something f**ked in mine?




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Re: Rediculous Compile Time
Posted by Kaos_Nyrb on Sat Jan 8th at 1:20pm 2005


Can't you try running Vis on fast?
i've compiled maps and the difference between fast and normal i've seen is minimal....




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Re: Rediculous Compile Time
Posted by ReNo on Sat Jan 8th at 1:37pm 2005


The difference will only be minimal in certain maps - in most maps, particularly those that aren't just large open areas, the difference will be quite significant.
[addsig]





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