Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on Sun Oct 2nd at 5:00pm 2005
Hey all
The people out there includes me, i really want pro's to list many ways
to reduce compile time, and the ways should really work...
To list the ways, please do as follows:
Ways To Reduce Compile Time:
Bad stuff that may affect compile time, and how to avoid it:
Please List as many ways as you can, lots of people really need help
with this, from avoiding large brushes to the misuse of hint brushes,
just list all you know, and which you tried and DID actually WORK
Thank you all
-Dark|Masta

Dark|Killer
member
758 posts
186 snarkmarks
Registered: Dec 22nd 2004
Location: Dubai (Middle East)
Occupation: Student
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Crono on Sun Oct 2nd at 7:12pm 2005
Well, let me explain something first of all. Compiling time shouldn't be a concern really, since the end product map is what needs to run fast. The more you get done in the compile stage the less that has to be done in realtime ... the faster it runs.
But, there are things that are bad for both compile time and run time: bad vis blocking. Cutting up brushes that create tons of planes that aren't used more than once. Improperly cutting leafs and portals.
That's pretty much it as far as I know. If you follow most common mapping rules and use everything properly ... you wont have problems. However, you should know that HL2 compile times are large even if you do everything in a proper manner .. it's just big.
But, as for what you're asking ... it's already been covered millions of times. I'm not sure how many times hint brushes can be explained, but they work like they do in HL1 ... as for portal view or whatever, they're used for small openings, completley surrounded.
Other then that, it's just a matter of making brushes line up, and if they don't making them entities. Or something as such ...

Crono
super admin
6628 posts
633 snarkmarks
Registered: Dec 19th 2003
Location: Oregon, USA
Blame it on Microsoft, God does.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on Sun Oct 2nd at 7:42pm 2005
Yeah i know this part, but, compiling for more than 2 hours for a small map is
really bad...thats why i really need help, and im sure there are others
with the same problem...

Dark|Killer
member
758 posts
186 snarkmarks
Registered: Dec 22nd 2004
Location: Dubai (Middle East)
Occupation: Student
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on Mon Oct 3rd at 12:00pm 2005
YEAH EXACTLY, i dont know what im screwing in my map to make it compile for a long time, but maybe this maybe the problem ??
In the 3d skybox, i added a floorbrush in thw whole skybox...like this :
[skycamera]
|
|
|
|
|_____________________________Floorbrush____________________________|
May this cause time to compile ?? i made it func_detail and it still
compiles for a long time, ill try removing it and then ill see...

Dark|Killer
member
758 posts
186 snarkmarks
Registered: Dec 22nd 2004
Location: Dubai (Middle East)
Occupation: Student
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on Mon Oct 3rd at 6:03pm 2005
Oh my GOD !! SOmething So amazing just happened, i dont know exactly
how but i recall changing some stuff like roofs and stuff to
func_detail, and i added 2 hint brushes in 2 corners and 2 area
portals, and guess what?? it took me 10 minutes to compile, it isnt the
best time, but its much better than compiling FOR MORE THAN 2 HOURS !!
Amazing, wow lol, im so happy, hehe, i was going to quit because of
the compile thing, but now im back to business 
-DArk|MAsta

Dark|Killer
member
758 posts
186 snarkmarks
Registered: Dec 22nd 2004
Location: Dubai (Middle East)
Occupation: Student
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Madedog on Mon Oct 3rd at 9:21pm 2005
rofl... I can optimize your map for you if you wish... both of them...
it actually takes lot more than only roofs to change into func_detail
and seeing you could actually use occluders someplace...

Madedog
member
487 posts
119 snarkmarks
Registered: Jan 5th 2005
Location: Estonia
Occupation: Level Designer
Re: Some Ways To Reduce Compile Time
Posted by Juim on Tue Oct 4th at 11:34am 2005
I have to agree that HL2 compile times are long. My map is at about 8 hours to compile at this stage, and I'm only about 80% done with the architecture. True I have'nt begun optimizing yet, but I still manage to maintain a respectable 60 FPS in the heaviest trafficked areas. I imagine it will improve if I use optimization techniques better, although I doubt compile times will be reduced by much.

Juim
member
726 posts
183 snarkmarks
Registered: Feb 14th 2003
Location: Los Angeles
Occupation: Motion Picture Grip
Re: Some Ways To Reduce Compile Time
Posted by Madedog on Tue Oct 4th at 11:35am 2005
How long does your RAD take, Juim?

Madedog
member
487 posts
119 snarkmarks
Registered: Jan 5th 2005
Location: Estonia
Occupation: Level Designer
Re: Some Ways To Reduce Compile Time
Posted by Juim on Tue Oct 4th at 3:08pm 2005
Less than half an hour, its the vis which takes 7 hours and 47 minutes.

Juim
member
726 posts
183 snarkmarks
Registered: Feb 14th 2003
Location: Los Angeles
Occupation: Motion Picture Grip
Re: Some Ways To Reduce Compile Time
Posted by Crono on Wed Oct 5th at 1:41am 2005
No, they're just complicated. Seriously. Searching and doing vector calculations and crap is VERY time consuming.
A good example of how long VIS can take is the Lost Coast compile times ... 42 minutes on a computer farm of what? 23 computers?
Visual matrices, leafs, portals, all that jazz are complicated and they take a long time to calculate: end of story. Of course, you can always make ways of limiting the planes, leafs, and all that stuff ... but the end product map is usually close to the same ... so what's the use of the extra effort when all you get is a longer compile time?
You guys never would have lasted when using Fortran: 8 Hours compile time ... minimum. You had to come back the next day and find out if you had errors. (Not that I've ever used Fortran or any of it's versions)
But. The point is ... compile times don't matter ... by themselves. In HL1 however, they were pretty closely linked to how well your map will run in game. That isn't true anymore.

Crono
super admin
6628 posts
633 snarkmarks
Registered: Dec 19th 2003
Location: Oregon, USA
Blame it on Microsoft, God does.
Re: Some Ways To Reduce Compile Time
Posted by Crono on Wed Oct 5th at 3:37am 2005
One thing I've learned after four years of this field: Everything that is between math and computer science is connected to such a huge degree that they don't even seem like different fields anymore. I think the differences come out by what you use them for and not really what you know exactly.

Crono
super admin
6628 posts
633 snarkmarks
Registered: Dec 19th 2003
Location: Oregon, USA
Blame it on Microsoft, God does.