final compile

final compile

Re: final compile Posted by OtZman on Tue Apr 6th 2004 at 1:02pm
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Posted 2004-04-06 1:02pm
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This is not very much of a question, but I want to know the best way to do a final compile of a map.
What I mean is, should I use "Expert mode" or "Normal mode", and is there anything else I can do when I want to do the final compile? I use zhlt_1.7p13.
Re: final compile Posted by wil5on on Tue Apr 6th 2004 at 1:42pm
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Posted 2004-04-06 1:42pm
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"Expert mode" gives you the most options, "normal" is very simplified. I would recommend not doing a final compile in Hammer, use a compile front end or write your own .bat file.
Re: final compile Posted by Wild Card on Tue Apr 6th 2004 at 3:08pm
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Posted 2004-04-06 3:08pm
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I would use HLCC, since its what I use. lol. I`ve learned that using VHE to compile is evil, lol. To say the least.
Re: final compile Posted by Hornpipe2 on Tue Apr 6th 2004 at 4:07pm
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Posted 2004-04-06 4:07pm
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Put it in Expert mode, make sure you have the toolchain in the right order, and add a few arguments to the VIS and RAD lines:
(visprogram) -full
(radprogram) -extra

-full usually takes a lot longer but reduces r_speeds. -extra makes your lighting look better but takes a lot longer, and I think it tends to smooth out high contrast lighting.
Other options you might consider: adding -wadinclude (wadname) to your CSG line, this will make it so you don't have to give out your custom texture wad with the map. (radprogram) -bounce (number) will take just a little extra compile time but will make the light bounce off more walls to give it a softer look. I think.

If you've got a fairly high end system you can stick with Hammer's setup and not bother with any of this compiler frontend crap - about the only things that won't work are -estimate for each of the tools. Some people complain about it locking up the compile window / Hammer itself. If this is the case just let it sit for a couple hours and your map will be finished. Using Hammer as opposed to HLCC or batch files won't alter the way your map turns out, unless you do something stupid like ctrl+alt+del and close the RAD program.
Re: final compile Posted by omegaslayer on Tue Apr 6th 2004 at 6:25pm
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Posted 2004-04-06 6:25pm
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So far everyone has just touched the tip of the ice berg, there is sooooo much you can do: for one you can do what hornpipe said:
Hornpipe2 said:
Put it in Expert mode, make sure you have the toolchain in the right order, and add a few arguments to the VIS and RAD lines:
(visprogram) -full
(radprogram) -extra
but there is much more on rad, like -bounce # this makes the lighting more real, but adds to compile time, just don't add too many, like a max of 50. And the extra option adds more calculations to correct lighting errors, and possibly create new ones, but always add that to a final compile. There is also smooth 70 (lep will say this). There is also text chop, below 64 since thats the default, this makes more patches for light to go on, but adds to compile time, and you may get the error of max patches exceeded (only use this if its a fairly small map), and that is just a few options, go on the internet (google :biggrin: ) and find the actual list of extentions you can put on.
Re: final compile Posted by Myrk- on Tue Apr 6th 2004 at 8:09pm
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Posted 2004-04-06 8:09pm
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Lol compiling in VHE maybe bad for you people and you puny so called PC's.... my Athlon 3000XP compiles any map in about 20-50 mins :razz:
Re: final compile Posted by KungFuSquirrel on Tue Apr 6th 2004 at 8:45pm
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Posted 2004-04-06 8:45pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
/me hugs 30 second full VIS compile times on ns_eclipse
Re: final compile Posted by Myrk- on Tue Apr 6th 2004 at 8:54pm
Myrk-
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Posted 2004-04-06 8:54pm
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You know you've made a triangularly pleasing map when it compiles that quickly :razz: Or when you own the Pentagons super computer...
Re: final compile Posted by Jinx on Wed Apr 7th 2004 at 3:34am
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Posted 2004-04-07 3:34am
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874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
Myrk- said:
Lol compiling in VHE maybe bad for you people and you puny so called PC's.... my Athlon 3000XP compiles any map in about 20-50 mins :razz:
i have a 2700+ and 1 gig of ram and with batch files I compiled even my bigger maps in only 15-20 minutes. :razz:
Re: final compile Posted by KungFuSquirrel on Wed Apr 7th 2004 at 3:50am
KungFuSquirrel
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Posted 2004-04-07 3:50am
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Is that with -sparse -chop 32 -texchop16 -extra? :razz:
Re: final compile Posted by Gorbachev on Wed Apr 7th 2004 at 4:41am
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Posted 2004-04-07 4:41am
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omegaslayer4777 said:
So far everyone has just touched the tip of the ice berg, there is sooooo much you can do: for one you can do what hornpipe said:
Hornpipe2 said:
Put it in Expert mode, make sure you have the toolchain in the right order, and add a few arguments to the VIS and RAD lines:
(visprogram) -full
(radprogram) -extra
but there is much more on rad, like -bounce # this makes the lighting more real, but adds to compile time, just don't add too many, like a max of 50. And the extra option adds more calculations to correct lighting errors, and possibly create new ones, but always add that to a final compile. There is also smooth 70 (lep will say this). There is also text chop, below 64 since thats the default, this makes more patches for light to go on, but adds to compile time, and you may get the error of max patches exceeded (only use this if its a fairly small map), and that is just a few options, go on the internet (google :biggrin: ) and find the actual list of extentions you can put on.
Something like 5 bounces is more than enough. 3-8 is usually a good number.
Re: final compile Posted by Andrei on Wed Apr 7th 2004 at 7:05pm
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Posted 2004-04-07 7:05pm
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Dunno if this will help you, but this is the compiler config i use:

hlcsg -nowadtextures (custom texs included in bsp)

hlvis -full

hlrad -extra (looks cooler)

And when your finished, run opt_plus (by dragging the bsp over the exe).
Re: final compile Posted by blu_chze on Thu Apr 8th 2004 at 1:26am
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Posted 2004-04-08 1:26am
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Andrei said:
And when your finished, run opt_plus (by dragging the bsp over the exe).
what does this actually do to your map?
Re: final compile Posted by fishy on Thu Apr 8th 2004 at 8:02am
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Posted 2004-04-08 8:02am
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blu_chze said:
Andrei said:
And when your finished, run opt_plus (by dragging the bsp over the exe).
what does this actually do to your map?
opt_plns optimizes planes in your level. it's part of XP-Cageys tools. when used, they allow your map to compile with twice the amout of planes that the normal tools will allow. however, a map compiled this way, with the extra planes, will be borked when you play it (the higher over the planes limit you go, the more faces will be missing from your map). unless you drop it through the opt_plns.exe that is, then everything will be good again. you also get a small drop in the filesize, which is as good a reason as any to use it on maps that haven't been made with too many planes.

i beleive that the downside to this is, that you cant do an -onlyents compile on the bsp after you've used opt_plns. which doesn't really effect me, 'cause i never worked out how to do the -onlyents thing. i've got a noobish way of doing much the same thing with ripent if it's only ent data that needs tweaking. :leper:
Re: final compile Posted by Andrei on Thu Apr 8th 2004 at 12:27pm
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Posted 2004-04-08 12:27pm
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opt_plus...damn im blind. :smile:
Re: final compile Posted by matt on Thu Apr 8th 2004 at 4:47pm
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Posted 2004-04-08 4:47pm
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Jinx said:
Myrk- said:
Lol compiling in VHE maybe bad for you people and you puny so called PC's.... my Athlon 3000XP compiles any map in about 20-50 mins :razz:
i have a 2700+ and 1 gig of ram and with batch files I compiled even my bigger maps in only 15-20 minutes. :razz:
Really? Only thats quite slow depending on the size of the map. My machine (1.5Ghz 256MBRAM) compiles a medium sizes map in about 10minutes.
Re: final compile Posted by ReNo on Thu Apr 8th 2004 at 4:56pm
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Posted 2004-04-08 4:56pm
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Fast enough if you ask me :smile: Anyway, compile times are hugely variable, I've had proper maps compile in 20 minutes, while others take hours and hours. Complexity is a bigger indicator of compile time than size to be honest.
Re: final compile Posted by OtZman on Sat Apr 17th 2004 at 7:21pm
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Posted 2004-04-17 7:21pm
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thx everyone