Compiling taking ages
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- Indianajones
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Compiling taking ages
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.
P.S Only 2 buildings in my map but big box surrounds them.
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.
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.
Well that's nothing, if u have a big map it could take hours, for some people even days before the compile is done.11.30am and now it is 11.35pm
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.
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.
i use these parameters (arguments) almost exclusively, i've never final compiled a map so i usually use these.
works well for me.
Code: Select all
BSP:
-v
ViS:
-fast -v
LIGHT:
-verbose -fast -bounce 0Moderator
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- Indianajones
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- Posts: 86
- Joined: Sat Aug 20, 2005 1:14 pm
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????
(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.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????
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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Bjarne BZR
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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.
I think its just what you need here Indianajones.
- Indianajones
- Colour Sergeant
- Posts: 86
- Joined: Sat Aug 20, 2005 1:14 pm
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.
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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Bjarne BZR
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- Indianajones
- Colour Sergeant
- Posts: 86
- Joined: Sat Aug 20, 2005 1:14 pm
