Compile took 12hrs!

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

Moderator: Moderators

Chaplain_GT
Private
Posts: 4
Joined: Sat Aug 07, 2004 5:57 pm

Compile took 12hrs!

Post by Chaplain_GT »

Hello, all. It took a little over 12 hrs to complile my first map. During the process of building this map, I had compiled it 5 diff times to check on my progress & it didn't take longer than maybe 30-45 mins. It started after I made a ladder following Mansteins tutorial on how to make a ladder. Don't get me wrong, I'm not saying it's Mansteins fault, but, has anyone else ever had this problem or is this normal for Radient. If it is normal, are there any plug-ins for 3DSmax out there?
Splaetos
Major General
Posts: 730
Joined: Tue Jan 20, 2004 2:55 pm
Contact:

Post by Splaetos »

depends who you ask =)

my compiles never seem to take the extreme numbers ive seen other people post. Average on final light for me over 4 maps is about 3.5 hours.

Note: My maps are not HUGE - but I wouldnt call them small either. Just big enough to get lost in... but not for too long =)
When I am king, you will be first against the wall~
Image
m4rine
Major General
Posts: 714
Joined: Fri Apr 11, 2003 5:28 pm
Location: UK

Post by m4rine »

i had sorta this problem... my map compiled in like 2 minutes, then suddenly it took 15minutes, i only added brushes, nowt else ;)
"We must become the change we want to see in the world" (Mahatma Gandhi)
blue60007
General
Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

http://dynamic6.gamespy.com/~rjukanproj ... -index.php

Look down towards the bottom, there are two on VIS. More than likely you have lots of VIS data.
Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

ladder

Post by tltrude »

Make all ladders (the fake ladder brushes) and stairway steps "detail" (Ctrl Shift D). Vis ignores detail brushes. It has a hard time compiling ladders, steps, and ramps because of the small spaces.

When you do that you will see a big drop in the vis data size, but don't go crazy and make everything detail. Brushes that block the players view help performance.
Last edited by tltrude on Mon Aug 09, 2004 12:35 am, edited 1 time in total.
Tom Trude,

Image
User avatar
MasterMind
Major
Posts: 316
Joined: Thu Jul 15, 2004 12:10 am

Post by MasterMind »

Why do your maps take so long to compile?? My maps only take about 5 minutes. :?
m4rine
Major General
Posts: 714
Joined: Fri Apr 11, 2003 5:28 pm
Location: UK

Post by m4rine »

ah i thought it may have something to do ladders - my compile took ages just after i had added a 3rd ladder to my map, cheers tom! :D
"We must become the change we want to see in the world" (Mahatma Gandhi)
Chaplain_GT
Private
Posts: 4
Joined: Sat Aug 07, 2004 5:57 pm

Post by Chaplain_GT »

Thank you, everyone. Your advise is both appreciated & applied. As I said, this is my first map so I'm not sure of the mistakes I know I'll make. I'll let you know what happens. :D
Splaetos
Major General
Posts: 730
Joined: Tue Jan 20, 2004 2:55 pm
Contact:

Post by Splaetos »

MasterMind wrote:Why do your maps take so long to compile?? My maps only take about 5 minutes. :?
there is a big jump once you reach certain plateaus in maps. I've never had a final map that could compile in less then 2.5 hours.
When I am king, you will be first against the wall~
Image
Slopester
Lance Corporal
Posts: 16
Joined: Tue Feb 03, 2004 12:08 am

Post by Slopester »

I'm with Tom, make all the small incidental brushes into Detail brushes.
Be careful not to go crazy with Detail, but things like ladder steps or building trim are ok.

I used to compile over night before i learnt that (12hrs). Now it's more like 1hr max.
escuchame
Image
m4rine
Major General
Posts: 714
Joined: Fri Apr 11, 2003 5:28 pm
Location: UK

Post by m4rine »

i thought making all your brushes inside the skybox details would increase FPS loads?

also, can you make entities like doors detail brushes or no? doubt it personally, just checking ;)
"We must become the change we want to see in the world" (Mahatma Gandhi)
seere
First Lieutenant
Posts: 181
Joined: Fri Apr 02, 2004 12:51 pm
Location: London

Post by seere »

m4rine wrote:i thought making all your brushes inside the skybox details would increase FPS loads?

also, can you make entities like doors detail brushes or no? doubt it personally, just checking ;)
No entities can be detail, certainly NOT everything inside the skybox should be detail.
Making it detail will lower the vis count but will not help fps as the engine needs to be aided by structual brushes.
Brushes that should be detail are stairs,trim,ladders etc (anything that will not help block visibility of the player.
Brushes that should be structual are walls floors roofs etc.
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

doors

Post by tltrude »

I wouldn't make doors detail, as they are ignored by vis already--so are windows.

For structual rooms that are sealed (no windows or holes) you can put a thin common/area textrued brush inside the door brush. Then that room will become an "area" which is not seen by the rest of the map, when the doors are closed. And, when a player is inside the sealed room, the rest of the map will not be drawn for him.
Tom Trude,

Image
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

Hmmmm, so the common/area texture acts like a leaf group?
*edit*
Ohhh :oops: it is a vis_leafgroup, eh?
"all the governments in the world are corrupt and in the hands of the Illuminati"
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

area

Post by tltrude »

Kind of, but the "area portal" it creates is more like a plug. It seals the door opening. These portals are opened and closed automatically by func type doors. They can also be opened and closed by the script, like this.

$mydoor openportal
$mydoor closeportal

So, they can be used on a script_object door--like a hatch or trap door. As a test, make a small room with a door and try it. When you are inside the room with the door closed, your FPS should go way up. Btw, The area textured brush is not part of the func_door entity--it is just hidden inside the door brush.
Tom Trude,

Image
Post Reply