Compile took 12hrs!
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Chaplain_GT
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Compile took 12hrs!
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?
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 =)
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~


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.
Look down towards the bottom, there are two on VIS. More than likely you have lots of VIS data.
ladder
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.
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.
- MasterMind
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Chaplain_GT
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No entities can be detail, certainly NOT everything inside the skybox should be detail.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
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.
doors
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.
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.
area
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.
$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.


