How to reduce your compile time
Posted: Thu Jan 30, 2003 1:18 pm
I recently posted a topic about compiling (thread here) becasue mine seemed to take so long. I'm a newbie to mapping so I know this ground will have been covered before, but I wanted to post a new topic about one of my findings.
A fellow clan and forum member [Shifty] told me about an application that turns compiled .bsp back into .maps. I got this proggy (available from here) and checked out some of EA's own maps [in the Pak5.pk3 file in MOHAA\main]. I was amazed to see that all of the brushes in obj_team1 [The Hunt] were detail brushes. My map was taking 2 hours plus to compile until I changed all of my brushes into detail, now it takes just 20 minutes!
Okay, I know, I know, this is going to cause a backlash of abuse from you more experienced mappers, but hear me out first. What is wrong with doing this whilst you are building your map, and then changing them back once the map is working as it should? I appreciate that it will take some doing to change your brushes back, as you will need to keep some as detail brushes. But how much time can you save? In my opinion loads.
There are also some parameters to use in MBuilder which I have heard will also speed up compile time. Enter these into MBuilder
BSP: -blocksize 0 [click the BSP change button and paste this into the text field]
VIS: Blank
LIGHT: final, fast, blank
So that is what I am doing, and I am getting faster compile times because of it. It goes without saying that all touching edges in my map are caulked, and I have taken time to reduce compile time wherever I can.
I have also found a good tut called VIS for dummies, and why use detailed brushes? and I suggest that you read through this. It will help you understand the vis concept. I have also heard that making all of your brushes into datail is not a good thing because the engine gets over worked [I'm sure someone can fill in the gaps here], but I am only suggesting using this method whilst building your map.
Comments? Anyone?
I have a feeling this could be a big thread
Laterz.
A fellow clan and forum member [Shifty] told me about an application that turns compiled .bsp back into .maps. I got this proggy (available from here) and checked out some of EA's own maps [in the Pak5.pk3 file in MOHAA\main]. I was amazed to see that all of the brushes in obj_team1 [The Hunt] were detail brushes. My map was taking 2 hours plus to compile until I changed all of my brushes into detail, now it takes just 20 minutes!
Okay, I know, I know, this is going to cause a backlash of abuse from you more experienced mappers, but hear me out first. What is wrong with doing this whilst you are building your map, and then changing them back once the map is working as it should? I appreciate that it will take some doing to change your brushes back, as you will need to keep some as detail brushes. But how much time can you save? In my opinion loads.
There are also some parameters to use in MBuilder which I have heard will also speed up compile time. Enter these into MBuilder
BSP: -blocksize 0 [click the BSP change button and paste this into the text field]
VIS: Blank
LIGHT: final, fast, blank
So that is what I am doing, and I am getting faster compile times because of it. It goes without saying that all touching edges in my map are caulked, and I have taken time to reduce compile time wherever I can.
I have also found a good tut called VIS for dummies, and why use detailed brushes? and I suggest that you read through this. It will help you understand the vis concept. I have also heard that making all of your brushes into datail is not a good thing because the engine gets over worked [I'm sure someone can fill in the gaps here], but I am only suggesting using this method whilst building your map.
Comments? Anyone?
I have a feeling this could be a big thread
Laterz.






