Compiling taking ages

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Indianajones
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Compiling taking ages

Post by Indianajones »

I have just finished my first map. I started compiling my map at 11.30am and now it is 11.35pm, do I need to put more chalk textures in the areas where they can be seen?????

P.S Only 2 buildings in my map but big box surrounds them.
neillomax
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Post by neillomax »

first compile....bsp-v
vis-fast
light-fast.
may not like what you see, and probably gonna wanna change stuff. That should quicken it up.
or you can put a hole in your skybox...........?
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At0miC
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Post by At0miC »

If you a fast test of your map, just skip the vis and light. Just put a pause after bsp, if the bsp is done close the compiler.

If you want to have the vis and light, but you don't want to wait, just do as neillomax said: use the -fast options (sometimes used for final compiles).

If you want a final compile with the best quality in your map, don't use fast and you can leave the options bar empty. Anyway u can still use some other options to fix problems or whatever, just have a look at the compiler tuts in the tutorial section here.
11.30am and now it is 11.35pm
Well that's nothing, if u have a big map it could take hours, for some people even days before the compile is done.
Uknowme
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Post by Uknowme »

Iv'e had some long compile times but 12 hours for 2 buildings is too long, you should make all brushes that do not block view detail.
The things you should make detail are for example trims,stairs (if they do not form part of the main structure) pictures, crates etc.
in light options use -bounce 0 ,this will skip the radiosity stage of the compiling.
Just to check the look of the map as said earlier create a deliberate leak.
lizardkid
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Post by lizardkid »

i use these parameters (arguments) almost exclusively, i've never final compiled a map so i usually use these.

Code: Select all

BSP:
-v 

ViS:
-fast -v 

LIGHT:
-verbose -fast -bounce 0
works well for me.
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Indianajones
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Post by Indianajones »

What do you mean when you say.

(make all brushes that do not block view detail. The things you should make detail are for example trims,stairs (if they do not form part of the main structure) pictures, crates etc.)

But if you I set the stairs and crates as detail will they still be solid to walk on????
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Post by Uknowme »

Indianajones wrote:What do you mean when you say.

(make all brushes that do not block view detail. The things you should make detail are for example trims,stairs (if they do not form part of the main structure) pictures, crates etc.)

But if you I set the stairs and crates as detail will they still be solid to walk on????
Yes they will be fine.
What you want to look at during compile is the vis data size.
Anyways refer to this topic http://dynamic.gamespy.com/~map/mohaa/f ... 94&start=0
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Post by Bjarne BZR »

I made an exelent tutorial ( if I may say so myself ) on the use of detail brushes to increase FPS and decrease compile times: http://gronnevik.se/rjukan/index.php?n= ... WithDetail

I think its just what you need here Indianajones.
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Indianajones
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Post by Indianajones »

Now the map is finished and will be using it on multiplayer with other players, should the non structual parts still be textured with detail and will the players be able to see everything.

My skybox size is 5760 long, 4864 wide, 1344 deep. Probily why its takes long time to compile.

I have looked for the detail texture but cant find it, do you mean detail is filtering things like Bjarne BZR's tutorial explained.

If so I need them on dont I because they wont show in the map.
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Post by Bjarne BZR »

Detailing is not a texture at all.

You basically make small and complicated brushwork into details as I describe in the tutorial. The filtering is just a way to see what is deatailed and not. The filtering in Radiant does not affect that is seen and not in MOHAA.
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Post by neillomax »

in the 2d view-with your brush selected-right click---towards the top of the drop down menu you will see---make structural---make detail-brush will have green edges when you chose detail
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Indianajones
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Post by Indianajones »

Thank you nellomax plus the others.
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Post by neillomax »

1300 deep ? Minga.....sky is too high. You make the NY city skyline or something ?..lol. If you made a big box, and then put a few buildings in it, thats not a good way to do it. No wonder it took so long to compile. Whew. Where is the map, I'd like to look at it.
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