Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Sun Oct 2nd 2005 at 5:00pm
758 posts
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Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
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:
<ul style="font-weight: bold;">
[*]
</li>
[*]
</li>
[*]
</li>
</ul>
Bad stuff that may affect compile time, and how to avoid it:
<ul style="font-weight: bold;">
[*]
</li>
[*]
</li>
[*]
</li>
</ul>
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|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Crono on
Sun Oct 2nd 2005 at 7:12pm
Crono
super admin
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Location: Oregon, USA
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 ...
Blame it on Microsoft, God does.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Sun Oct 2nd 2005 at 7:42pm
758 posts
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Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
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|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Mon Oct 3rd 2005 at 12:00pm
Posted
2005-10-03 12:00pm
758 posts
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Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
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 floor\brush in thw whole skybox...like this :
<div style="text-align: center;">
[skycamera]
</div>
|
|
|
|
|_____________________________Floor\brush____________________________|
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|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Mon Oct 3rd 2005 at 6:03pm
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Location: Dubai (Middle East)
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 :biggrin:
-DArk|MAsta
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Juim on
Tue Oct 4th 2005 at 11:34am
Posted
2005-10-04 11:34am
Juim
member
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Occupation: Motion Picture Grip
Location: Los Angeles
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.
Re: Some Ways To Reduce Compile Time
Posted by Juim on
Tue Oct 4th 2005 at 3:08pm
Juim
member
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Occupation: Motion Picture Grip
Location: Los Angeles
Less than half an hour, its the vis which takes 7 hours and 47 minutes.
Re: Some Ways To Reduce Compile Time
Posted by Crono on
Wed Oct 5th 2005 at 1:41am
Crono
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Location: Oregon, USA
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.
Blame it on Microsoft, God does.
Re: Some Ways To Reduce Compile Time
Posted by fishy on
Wed Oct 5th 2005 at 2:31am
fishy
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Location: glasgow
for a second there Crono, i actually thought that you'd posted that in the wrong thread. :smile:
i eat paint
Re: Some Ways To Reduce Compile Time
Posted by Crono on
Wed Oct 5th 2005 at 3:37am
Crono
super admin
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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.
Blame it on Microsoft, God does.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Wed Oct 5th 2005 at 10:57am
Posted
2005-10-05 10:57am
758 posts
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Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Whats the difference between cordon compiling and hammer's compiling ?!
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Wed Oct 5th 2005 at 2:36pm
758 posts
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Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Oh hey guys, i was looking through a decompiled map, and i saw that
lots of parts of the map had skip textured blocks around some rooms and
stuff, why is that??
And that 2 hint brushes in the middle of the map, one at the middle and another
a bit lower...
And the top was hint textures, and under and all other sides are skip, is that ok to do to anymap >??
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Thu Oct 6th 2005 at 6:37am
758 posts
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Registered:
Dec 22nd 2004
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Location: Dubai (Middle East)
THank you all for your replies, your so helpful, now my compile time
dropped to 5-8 mintutes, for now, i wont touch it anymore, im done with
it, i have to continue doing the second part of the map, part 2,
becuase of you all, i finished part 1 :biggrin:
IM doing a small map, its for nothing actually, i was just bored and
felt like doing a gloomy map, so i tested the lights, and areaportals,
worked fine...i dont want to play with hint brushes at the
moment, i think i screw thing up alot with that :biggrin:
Anyway, Just keep posting here any problems at compiling or anything :biggrin: and any further problems i have i will post it here :biggrin:
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by Dark|Killer on
Thu Oct 6th 2005 at 6:47pm
758 posts
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Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Thanks dude, the site helps too, and yeah the problem is sovled, but
any suggestion or complaints about compiling can be posted here :biggrin:
.::Dark|Masta::. - One name. One legend.
Re: Some Ways To Reduce Compile Time
Posted by toxic-mapper on
Wed Oct 12th 2005 at 11:51am
Posted
2005-10-12 11:51am
15 posts
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Registered:
Sep 9th 2005
Location: UAE
i have the sam poblem of dark killer but i need AN OUT DOOR HINT BRUSH NOT INDOOR i need help how to do a hint brush