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How to reduce your compile time

Posted: Thu Jan 30, 2003 1:18 pm
by 6thDLI-Quantum
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 :D

Laterz.

Posted: Thu Jan 30, 2003 2:18 pm
by phalanx
Thanks for the link..

My compile seemed to go faster with verbose mode on, but that may have just been a fluke or something :shock:

Posted: Thu Jan 30, 2003 2:36 pm
by jv_map
A verbose compile will take slightly longer than a regular compile.

For quick development of your map, compile with -vis -fast instead of making everything detail.

Also, caulking unseen faces will speed up your light compile. It doesn't influence compile time to caulk faces touching other faces, that is completely covered brushes.

Also don't rely on the map to bsp converter to spy on the layout of structural / detail brushes in regular maps. I really don't think 2015 would be so lousy with vis design. At least, the map files I converted from bsp's, have very bad vis design. Don't see it as an example of how to do it.

Posted: Thu Jan 30, 2003 3:07 pm
by General_DisArray
there are tons of factors that will effect the compile time. if you have fog, if you are using tons of building that are destroyed that do not block the visibility of other areas, or even if you are using wide open spaces and using straight daylight.

what i am trying to say is that you can only lower your compile times so far. i even compiled the map that came with radiant that, i believe, was created by the people who made mohaa. the map was called m|40.map. it took almost 4 or so hours just to do the vis.

this was a professional map. a gigantic map at that, with large open spaces only being blocked by terrain and some vis brushes.

honestly, this map would crash my system in radiant after 5 minutes. so i didn't get to browse everything in it(memory issues i think).

one trick i have found that lowers you compile is to use fog. sort of cheating but it gets the job done.

hope the input helped.

Posted: Thu Jan 30, 2003 3:13 pm
by jv_map
Well m4l0 is not a very good map. :(

Also, it's manually vised so you shouldn't run a vis compile on it.

Posted: Thu Jan 30, 2003 4:24 pm
by General_DisArray
well "your honor, please strike what I said, from the record!"

don't exactly understand what was wrong with that map. thought it was pretty cool map. i understand why it was not put in the game. but didn't see that many flaws in it(the construction and layout, the gameplay is a different story)

Posted: Thu Jan 30, 2003 4:31 pm
by jv_map
Well a good map wouldn't take four hours to vis ;) :lol: .

Posted: Thu Jan 30, 2003 8:10 pm
by TheStorm
Ops! Now listen to JV_map!!! Use -fast vis during development of your map (if you think the vis process takes to long time), that's much better then making all brushes detail!

Personaly I don't like to first make all brushes structural and then in the end start detailing! I do it along the way! Also by doing this and a little bit of planing, then vis isn't the part that takes a long time (it only takes like 30-60 seconds right now). The part that takes a while for me is the light.

This is a part of what I've done...and VIS still only takes a few seconds on normal!
ImageImage
ImageImage
ImageImage
Image

Posted: Thu Jan 30, 2003 8:18 pm
by jv_map
By the way nice map Storm 8). How's it coming along?

Posted: Thu Jan 30, 2003 8:30 pm
by TheStorm
Slow!! Each time I sit down by my computer I end up in the TMT and .map forums :lol:

Posted: Thu Jan 30, 2003 9:02 pm
by wacko
For the first steps in building a level, as long as you do not start detailed lighting, you can open the skybox. This of course makes a LEAK, but compile time is much shorter :)

Posted: Fri Jan 31, 2003 5:06 am
by mohaa_rox
TheStorm wrote:Slow!! Each time I sit down by my computer I end up in the TMT and .map forums :lol:
LOL! Me too.

Thanks!

Posted: Fri Jan 31, 2003 11:54 am
by Rookie One
Thanks, guys! Vis with -fast finishes in some 30 secs! :twisted: :twisted: :twisted: THANKS A LOT!!! 8) 8) 8)