Compiling Time

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

Moderator: Moderators

Locked
6thDLI-Quantum
Corporal
Posts: 44
Joined: Tue Jan 14, 2003 6:08 pm

Compiling Time

Post by 6thDLI-Quantum »

It seems to take an age to compile my maps. My latest map takes around an hour to compile and I wondered if this was right? I know you will need some info to check my times so here goes.

466 portalclusters
1718 numportals
1506 numfaces
visdatasize:29832

1.2Ghz AMD T'Bird, 512Mb DDR 266 FSB.


Okay, I will tell you what I have done to improve my map, and reduce the compile time. All non-vis faces are caulked. Many brushes are detail brushes [stairs, crates etc]. I have placed no-draw in areas that normally you cannot see in game play [i.e. inside of roof]. My world is 6760x 6649 x 632, and I cannot reduce this anymore [in fact it may even grow!]. Can anyone help? I am making only my second map, so I have loads to learn, and maybe I'm making some silly mistakes.

As always TIA.



===============
Additional Post below. I couldn't edit this post as I was logged out and didn't realise. God, the whole world is against me now!!! :evil:

lol
===============
Last edited by 6thDLI-Quantum on Thu Jan 30, 2003 12:35 am, edited 1 time in total.
[6th-DLI]Quantum

In the land of the blind, the one-eyed man is King.
Guest

Post by Guest »

I forgot to say that I have no leaks that I can see. I am getting warnings in MBulder that say

*** Entity 0, Brush 167, bounds (-1363 2885 689) - (-1355 2984 771)
^-- Fence masks must only be used with fence or nodraw.


but I have no fence mask that I know of, and the other error is

WARNING: Could not find 'models/static/static_cagelight.map'..

Also I get light leaks from my interior lights.

Mmmm, maybe there are too many problems to solve in one go here. Any help appreciated.
Surgeon
Site Admin
Posts: 1386
Joined: Tue Jun 04, 2002 1:15 am
Location: Stirling, Scotland
Contact:

Post by Surgeon »

*** Entity 0, Brush 167, bounds (-1363 2885 689) - (-1355 2984 771) ^-- Fence masks must only be used with fence or nodraw
This happens when you have a brush with a "see thorugh" texture such as a grate or fence on 1 face and a normal texture on another face
Admin
Image

.map Forums

Truth and Honor.
TheStorm
Captain
Posts: 233
Joined: Mon Oct 07, 2002 7:45 am
Location: Gavle, Sweden
Contact:

Post by TheStorm »

Surgeon wrote:
*** Entity 0, Brush 167, bounds (-1363 2885 689) - (-1355 2984 771) ^-- Fence masks must only be used with fence or nodraw
This happens when you have a brush with a "see thorugh" texture such as a grate or fence on 1 face and a normal texture on another face
You solve this error by applying the "nodraw" texture (found under common) to all sides of that brush that not have the "fence" texture.
TMT admin, visit www.modtheater.com
HITP Lead Mapper
Member of Electronic Arts MOHteam
TheStorm
Captain
Posts: 233
Joined: Mon Oct 07, 2002 7:45 am
Location: Gavle, Sweden
Contact:

Re: Compiling Time

Post by TheStorm »

6thDLI-Quantum wrote:It seems to take an age to compile my maps. My latest map takes around an hour to compile and I wondered if this was right? I know you will need some info to check my times so here goes.
Well! One hour is not much!!
TMT admin, visit www.modtheater.com
HITP Lead Mapper
Member of Electronic Arts MOHteam
Rookie One

So?

Post by Rookie One »

Hi,

My map compiles in 4 hours! :!: :!: :!: It's TERRIBLE!!! :evil: :evil: Can I speed it up somehow? :cry: PLEASE, HEEELP MEEE!!! :cry: :x
Guest

Post by Guest »

Well! One hour is not much!!
Well thats okay as long as that is an exceptable time, I just didn't know how long it took to compile a map. Oh to be a newbie! And it actually took 2.1/4 hours to compile in the end, but hey.

Anyway I have found a way around this dilema, and I am going to post my findings as a new topic, so that I can get some feedback from you guys, and maybe pass on what little knowledge of mapping I have to others. Thats what it is all about I believe.
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Well in that case I'd best close this thread. :?

Don't want two analog threads.
Image
Locked