Insane compile times?
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Bjarne BZR
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
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In closing...
I'm closing this topic with a summary of my findings. After talking to jv_map I realized there is little you can do with a map of my type to cut down compile times when using best quality... there are however measures to be taken to minimize compiles of lesser quality during development:
First: To minimize compile times in general, apply the caulk texture to unseen faces.
Second: Use a -fast light compile when compiling to see how stuff looks during development, shouldn't take very long, no more than 30 minutes ( said jv_map, but mine still takes longer than that, around 6,5 hours. Still a MADLY good improvement ).
Third: Use -bounce 0 always helps but not always a lot ( Makes light beams bounce 0 times on surrounding surfaces ).
Thats it from me this time, map on... nothing to see here... circulate...
First: To minimize compile times in general, apply the caulk texture to unseen faces.
Second: Use a -fast light compile when compiling to see how stuff looks during development, shouldn't take very long, no more than 30 minutes ( said jv_map, but mine still takes longer than that, around 6,5 hours. Still a MADLY good improvement ).
Third: Use -bounce 0 always helps but not always a lot ( Makes light beams bounce 0 times on surrounding surfaces ).
Thats it from me this time, map on... nothing to see here... circulate...

