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Posted: Thu Feb 03, 2005 9:17 pm
by Roach
@hogleg: I did so with most of all buildungs, but since adding the waterworks i get max_edge_lines, MAX_MAP_SHADERS and MAX_MAP_LIGHTING.
Know how to fix the last two but don't know exactly how to handle the first.
Read something about t-junctions and mapmodels but haven't got a clue what to do exactly to get rid off that damn error.
The limitations suck.
Posted: Thu Feb 03, 2005 10:36 pm
by Bjarne BZR
Posted: Thu Feb 03, 2005 11:30 pm
by Roach
Jep, read it but didn't find the right solution. I don't want to delete anything. Compiled without my Waterworks and it worked - added it again after deleting some groups of brushes and replaced them with custommade single Textures (obviously not enough) it didn't.
Instead i got the max_shader_thing. Brush count is now about 14292 (reduced from >17000).
2nd solution (2. turn some of your map into mapmodels) in the post you linked me seams the best but i don't exactly know how to turn buildings or pieces of them or any other stuff into mapmodels and use them
Posted: Thu Feb 03, 2005 11:51 pm
by Bjarne BZR
Not sure, but the limitations
may be per VIS area of a map. If so, you could make 2 totally separate parts of the map ( in effect 2 separate skyboxes ). And then create an unnoticeable teleport between them. Like a room in the middle where the second door can only be opened once the first one has been closed ( what actually happens is that once both doors are closed, you move the origin of all players in the room to an identical copy in the next VIS area

).
This way you can also double the area of the map, if needed, as the map size limit is only in X and Y... not Z (

again ).
Posted: Mon Feb 07, 2005 2:01 pm
by Roach
Think that will be difficult depending on the layout of the map. Does anybody perhaps know what's the max limit of schaders?
Posted: Thu Feb 17, 2005 4:12 pm
by Roach
Damn, it seems i've got a problem.
While compiling the vis-stage is stuck at 97% for 2 days now.
Compiling the map in pieces is no problem.
Could anybody eventually check out my files, try to compile or give some help or tips about that?
Posted: Thu Feb 17, 2005 4:56 pm
by Bjarne BZR
Roach wrote:Damn, it seems i've got a problem.
While compiling the vis-stage is stuck at 97% for 2 days now.
I've had 3 day compiles. But that dropped to less than a day when I learned to do better VIS design. And for a huge map like yours: you can expect compile times like this (at least for a high quality compile).
Posted: Thu Feb 17, 2005 5:17 pm
by seere
Roach wrote:Damn, it seems i've got a problem.
While compiling the vis-stage is stuck at 97% for 2 days now.
Compiling the map in pieces is no problem.
Could anybody eventually check out my files, try to compile or give some help or tips about that?
I can relate to those kind of compile times and in adition the last few % always take considerably longer.
Extremely frustrating, keep with it.
Seere.
compiling times
Posted: Thu Feb 24, 2005 12:18 pm
by Roach
Seems i got all my errors fixed.
Doing a standard compile takes 121 hours now.
What times can i expect doing the final one set with -fulldetail & -final?
...and... does anybody know whats the max count in shaders you can have in your map?
think its about 250. perhaps 256?
Posted: Thu Mar 10, 2005 12:33 am
by Golden-Hammer
There is an error with the page. I cannot see the screenies.

Re: compiling times
Posted: Thu Mar 10, 2005 6:55 am
by wacko
Roach wrote:Seems i got all my errors fixed.
hehehe, this would be the 1st map without errors
Roach wrote:Doing a standard compile takes 121 hours now.
What times can i expect doing the final one set with -fulldetail & -final?
Maybe u can borrow another computer for a week or two?!

But

Jv_map wrote:Never compile with -fulldetail
It turns all detail brushes into structurals, which is obviously a bad idea.
...
See the advanced compiling tut right here at .map
Posted: Fri Mar 18, 2005 2:31 pm
by Deutsche Dogge
Golden-Hammer wrote:There is an error with the page. I cannot see the screenies.

Me neither, new link perhaps?
Please
link
Posted: Fri Mar 18, 2005 5:26 pm
by tltrude
The link is not working.
____________________________________________________________
Object not found!
The requested URL was not found on this server. The link on the referring page seems to be wrong or outdated. Please inform the author of that page about the error.
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Posted: Sun Apr 17, 2005 2:28 am
by Golden-Hammer
Link is broken...

Posted: Sun Apr 17, 2005 2:30 am
by Golden-Hammer
I suppose a little RAM matters on compiling, surely it's a good processor that gets it done faster. Or is that what this crazy guy is talking about?
