Rediculous Compile Time
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Re: Rediculous Compile Time
Posted by Agent Smith on Sat Jan 8th at 2:11pm 2005


Everythings under control now. The compile is still gonna take about 24-28 hours, which is a bloody long time, but significantly shorter than the previous. I did some optimization, added some hints and found out where all the dodgy leafs were and fixed 'em up and it seems to have worked.

I did however reduce the height of the sky in the open areas to minimize the leafs present (imagine making a big sky box around the level, then in sections of blank space place another sky box but have it inverted, so the inside leads outside the level, reducing the leaves for that section), and as such the height of the sky for weapons isn't as big as before. The weapon stopping roof of the level is about in the middle of the cranes arm (see DM_Hydro in my profile for screens, should have up some new ones when the compiles done. Still a decent height, but not as high as before. Rockets also blow up if you hit it and grenades bounce off.

Oh, and fast compile takes about 5-10 seconds on my computer for VIS.

[addsig]




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Re: Rediculous Compile Time
Posted by ReNo on Sat Jan 8th at 2:19pm 2005


You don't necessarily need to lower the height of the sky - just make a hint brush filling the skybox above the heighest point of your brushwork and this will mean it will only use one or two leafs.
[addsig]




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Re: Rediculous Compile Time
Posted by Agent Smith on Sat Jan 8th at 3:03pm 2005


Thanks Reno, never been quite sure how to use hints. Since my brush work goes to the top of the sky as it is, I just layered two large hint brushes at the top of the sky box, going down to but not quite touching the more detailed areas. It's sped up the compile even more. [addsig]



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Re: Rediculous Compile Time
Posted by satchmo on Sat Jan 8th at 6:19pm 2005


In addition, make sure that you have tied most of your brushes to func_detail. It has the greatest potential for speeding up compile time. I've spent over a month making a fairly large map, and it still only takes fifteen minutes for it to compile.

I'd say if everything is optimized the way it should, no map should take longer than half an hour to compile. If the size of the map gets larger, then the map should be split into multiple section to have a reasonable compile time and performance.
[addsig]




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Re: Rediculous Compile Time
Posted by alingrecea on Sat Jan 8th at 8:14pm 2005


? quoting Livett
? 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?

well you can compile without vis and rad and it will compile fast and it will show u errors. other than that i have no other good advice. And i think when u have a leak vis automaticaly stops calculating (when the leak goes out in void ) when there is no skybox.





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Re: Rediculous Compile Time
Posted by alingrecea on Sun Jan 9th at 3:17am 2005


? quoting satchmo
In addition, make sure that you have tied most of your brushes to func_detail. It has the greatest potential for speeding up compile time. I've spent over a month making a fairly large map, and it still only takes fifteen minutes for it to compile.

I'd say if everything is optimized the way it should, no map should take longer than half an hour to compile. If the size of the map gets larger, then the map should be split into multiple section to have a reasonable compile time and performance.

yes but they need to know the func_details dont block vis so it can be tricky.






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