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Insane compile times?

Posted: Fri Feb 14, 2003 4:00 pm
by Bjarne BZR
I think I have a problem... after chatting with mohaa_rox in the .map IRC channel i found out that he usuallu compiled a fairly large map in about 15 minutes. My latest compile took around 30-35 hours!

Am I doing anyting wrong?

I know how to work the detailing of brushes. I got about 30 vis_leafgruops targeting back and forth.

Map data:
12821 total world brushes
12683 detail brushes
4 patches
21372 boxbevels
0 edgebevels
768 entities
55584 planes
0 areaportals
0 terrain maps

Average clusters visible: 85.

The extents of the map is: 11 000 * 7 400 * 2300 map units
The size of the map is 8,5 MB

What could I be doing wrong?
/Bjarne

Posted: Fri Feb 14, 2003 5:06 pm
by jv_map
It's probably the vis_leafgroups. What happens if you compile with -nohint (bsp stage)?.

Also, what is your vis data size?

Posted: Fri Feb 14, 2003 5:13 pm
by Gen Cobra
Ease up on the entities. Too many. over 700? 30-25 hours? Damn man. Do you caulk undersides? Miter brushes.

Posted: Fri Feb 14, 2003 8:04 pm
by [253RID]General-Haines
LOl my first map took 2 1/2 days to finish compiling then i found like 8 errors with it had to do it again its a long process

Posted: Sat Feb 15, 2003 1:48 am
by Bjarne BZR
:oops: :lol: I guess I thougt that the visdata stage was irellevant ( Bjarne, you'r such a moron sometimes ( Aww, come on, I just missed it ( No you didn't! ( OK, I am a moron... ( Hah! Knew it! ) ) ) ) ) :lol: :oops:

Here it is:
808 portalclusters
1581 numportals
4230 numfaces
visdatasize:84040

No jv_map, I have never used -nohint... but on the other hand I have no hint brushes in my map... cause thats what the switch makes the BSP stage ignore? Right? Or does more brushes than hint act as hints and thus get inored?

And Gen Cobra, yes I practically caulk my ass off, and everything is mitered from here to erternity :wink:. About the entities: If an entity is ( stop me if I'm raving here ) all stuff with func's and all player starts and static models and lights and stuff that is not only plain brushes, then I can't do with any fewer than I have... I mean; the factory is not only long and wide, it's also 7 floors high... Its HUGE! I must put something in all those rooms... :?

Yeah [253RID]General-Haines :cry: I'v had that happen to me as lately as a few days ago, two ladders had too many steps and the many surfaces touching the ladder rails made MAJOR graphix bugs. And this I found out after 3 days of compiling :cry: -> :x -> :evil: -> :twisted:

Posted: Sat Feb 15, 2003 8:03 am
by jv_map
I think the vis texture will be ignored also with a -nohint compile, although I'm not even sure ( :oops: ).

Anyway, vis data is large but not very large. Is it the vis compile that takes so long or the light compile? If you have enough leafgroups, you could just do a -fast vis.

Posted: Sat Feb 15, 2003 8:21 am
by 7th Es Cyborg
what kind of pc are compiling on also. My map is way over the top with visdata size and other blunders of making a first map and it takes less than 3 days to compile - not by much. But we are talking a data size of over 500,000. Reading what you wrote about your map, it shouldn't take long at all to compile. That is unless you got a ton of light sources in that map. I'm by no means good yet a mapping, and the advise is better comming from one of the others, but post your pc specs and how much lighting you used - I think your problems may lie there.....

Posted: Sat Feb 15, 2003 8:38 am
by Gen Cobra
I bet you poured your heart out on that Factory. Is it single player? It must be. If not there is no way in hell anyone is gonna play it online unless it's on lan or the guys is down the road. The lag will be UNREAL. I bet it jerks like a mofo when you are looking at it from the outside (if there is one). I went haywire with my maps too. But i found people want to play a simple map that has good Frame Rates Per Second and is simple to navigate during battle. Just my opinion man, I may be wrong. :oops:

Posted: Sat Feb 15, 2003 8:40 am
by Gen Cobra
Oh by the way... I compiled my map while I wrote this. 8)

I'm an ass. :roll:

Posted: Sat Feb 15, 2003 8:44 am
by 7th Es Cyborg
Gen Cobra wrote:I bet you poured your heart out on that Factory. Is it single player? It must be. If not there is no way in hell anyone is gonna play it online unless it's on lan or the guys is down the road. The lag will be UNREAL. I bet it jerks like a mofo when you are looking at it from the outside (if there is one).
.... you could atleast try to act encouraging and not shoot down something someone has put a lot of time and effort into...


Bjarne, if you have a compiled copy post it up so we can take a look at it and see how it plays.

Posted: Sat Feb 15, 2003 8:46 am
by 7th Es Cyborg
Gen Cobra wrote:Oh by the way... I compiled my map while I wrote this. 8)

I'm an ass. :roll:
Couldn't have said it better myself..........

Posted: Sat Feb 15, 2003 11:46 am
by Bjarne BZR
OK jv_map, the vis compile takes about 20 minutes max. Most of the time is spent in Light compile. I dont think a -fast vis would be a good idea, as I need every possible optimization to keep FPS up in the large halls with lots of unhideable crap in them ( but then i wouldn't exectly call myself a vis expert ).

7th Es Cyborg, I'm running WinXP on an AMD 1800+ CPU with 512MB RAM. The light sources are a probable cause for the long compile time, as I'm using a suncolor value of 8 8 12 and only 3 3 3 as ambient light, this results in a lot of point lights... Is that the colmpile time booster? Check out my Beta 1 to se the light configurations... oh yea... forgot; I have about 20 light emitting surfaces too ( windows in the 2 big halls ).

And finally Gen Cobra, I love feedback! No, it is a DeathMatch map and yes it is HUGE. :? The lag is not a problem as I've noticed yet ( With 6 players over the Internet ). But the FPS has been too low in the big halls... I noticed that both halls were drawn at the same time when you were in one of them as they are next to each other, but this I've fixed with some creative vis leaf_group targeting. :D
But the thing is; I am going to convert it to an objective map after it has been madly tested, this will give the players a better focus on the 2 objective spots... the size of the map will serve one major purpouse then: A greater number of tactics can be used to achieve the objective unlike most maps where you have a very limited number of routes to the objective. The reason I'm releasing it as a DeathMatch is:
1: Maby someone would like to play a more "sneak around the map to find the enemy and have the highest frag count if you get 20 kills instead of the normal 60-100"
2: I have realized that every mapper is blind as a bat when it comes to his own maps. But given another persons map, he'll suddenly get the eyes of a murder of hawks. So to test it madly basically.
And an opinion is never wrong in my eyes ( that does not mean I'll have to like it )... so no need to blush dude :wink:

Posted: Sat Feb 15, 2003 12:06 pm
by mohaa_rox
Sometimes, my time can be a few seconds.

Posted: Sat Feb 15, 2003 12:25 pm
by Bjarne BZR
LOL

Really, rox... you'r not helping here :wink:

Posted: Sat Feb 15, 2003 2:03 pm
by mohaa_rox
Really! I think it was 6-10 seconds.