Decrease Compile time and increase performance!!!!!

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

Moderator: Moderators

Post Reply
Stalker
Corporal
Posts: 31
Joined: Sat Oct 22, 2005 9:31 pm
Contact:

Decrease Compile time and increase performance!!!!!

Post by Stalker »

Decrease Compile time and increase performance!!!!!

Hey guys the map that phantomwarrior and myself are working on has a maze of tunnels and rooms underground that is very complex.
Well our map was taking 26 hours of downtime to compile on an FX-60. We knew something had to be done. So we decided to fill the whole
underground with caulk. We made especially sure to get the caulk into those "tight places" between walls where you wouldnt see anyways.
Pretty much the whole underground between rooms and walls and such full of caulk. The caulk is in there so tight that you dont have any
portals created where you dont want them. Pretty much the entire underground is one giant caulk. This took our compile down to 3 hours.

So in short form. Get increased performance and less down time by using a giant caulk...making sure to put it in tight places.
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Hmm I would say the most likely cause is your tunnels were leaking to other tunnels... in which compile stage did you see most improvement?

bsp?
vis?
light?
Image
Stalker
Corporal
Posts: 31
Joined: Sat Oct 22, 2005 9:31 pm
Contact:

Post by Stalker »

Well the VIS stage. There were no leaks. But what im trying to say is that if you create a network of tunnels underground you are creating portals inside the tunnels that are usefull. But you are also creating portals in the "Hollow" areas where nothing exists. By filling these hollow areas in with caulk we successfully removed over 1300 portals.

it seems you didnt get the joke ... oh well

The big caulk will make you satisfied...





..........................cuz your compile time will come down.
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

I didn't get the joke because the hollow portals are only generated when you have leaks in your tunnel structure :wink: .. or did you enclose the tunnels by a larger structure?
Image
User avatar
LeadHead
Sergeant Major
Posts: 115
Joined: Sun Apr 04, 2004 8:13 pm
Location: New York
Contact:

Post by LeadHead »

I totally understand that that would make the compile time a lot shorter, but does it really increase performance? Like do you get higher fps or what?
Image
Broadus
Captain
Posts: 235
Joined: Mon Jan 30, 2006 5:35 am

Post by Broadus »

I wish I had giant caulk to fill my empty, needy map.
Image
Stalker
Corporal
Posts: 31
Joined: Sat Oct 22, 2005 9:31 pm
Contact:

Post by Stalker »

Ok...i see what your saying. Yes its inside the skybox which im assuming could be a larger structure. If we had the tunnels out into the void it wouldn't create the useless portals your correct..but our map is kinda too complex for that ...this was the only way for this map.
Post Reply