Compile times....

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
Andrew61987
Private
Posts: 3
Joined: Sun Feb 14, 2010 5:31 pm

Compile times....

Post by Andrew61987 »

I have a decently sized map, probably not very efficiently designed. Openly designed town with 6 or 7 buildings with some open space and lots of detail within and surrounding them. I used detail brushes for just about everything except the main walls.

I usually do test compiles with "-fast" for vis and "-fast, -radscale 0" for light and the compile takes less than 5 minutes. Yesterday I tried running with no options for either because I wanted to see how it looked. I started it last night and let it run all night. 12 hours later it was still on the first percentage counter at 90%. (think vis? it hadn't gotten to "initial lighting" yet)

I was forced to cancel because it seemed it was going to take days at that rate and I needed my PC.

Anything I can do to improve this and still have an acceptably compiled map that gets decent FPS on the final compile?
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Do you get decent fps with a -fast compile?

Vis compiling takes very long for usually rather miserable results unless you took vis design into account early on.

For lighting, use -bounce 0 for a somewhat faster compile.
Image
Andrew61987
Private
Posts: 3
Joined: Sun Feb 14, 2010 5:31 pm

Post by Andrew61987 »

I didn't take anything into account and don't really know what I'm doing. How does one take this into account for my next map?

The FPS isn't terrible, but it's slightly worse than the stock maps. I do have LOTS of trees/plants/bushes/other static entities (600+ total) so that might have something to do with it.

There are a few places where there are "cracks" between polygons, like on edges through which you can see the sky. They are very small, like lines, and I always thought this was due to the fast compiles and that a final compile would fix it.
CypheR
Colour Sergeant
Posts: 84
Joined: Sat Apr 26, 2003 1:16 pm
Contact:

Post by CypheR »

Hello,

You might want to make sure that every brush you put into your map is Snapped to grid. Floating vertices can cause you problems performance wise and also maybe a few graphical glitches. I work with a relatively large grid size unless i have to put in smaller detail brushes. When working on a building or any other large brushes, I took an habit of hitting CTRL+G (If i recall correctly, as it's been a few years since my last MoH map) after a creating a brush, just to be sure.

All smaller brushes, you might want to set them like "Detail" brushes (CTRL+D with the brush selected, if I recall correctly again), meaning they wont be taken into account when compiling VIS. If you put gutters on your houses... or Door frames... or any small size brushes, those are good candidate for "Detail" brushes. Compile time will be reduced alot.

Please anyone correct me if I am wrong. I have been out of the loop for some time now...
-You have moved your mouse, windows must restart your computer in order for the changes to take effect-
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Hmm good vis design is difficult.. I once wrote a tut about strategic placing of hint brushes but god knows where it went :? Best chance would be to look around quake 3 sites, vis is the same in mohaa :)

Also see some of our tuts:
/t.php?id=80
/t.php?id=81

Both vis_leafgroups and aeraportals work without a full vis compile, though (-fast is enough).

If you see cracks, they might come from t-junctions. A full vis compile will not fix those, but most of the time you can easily fix them in radiant. This thread may be of some help
/forum/viewtopic.php?t=13338
Image
Post Reply