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Compiling takes too long

Posted: Sat Jun 07, 2003 6:23 pm
by Krane
I realize that the more brushes I'm putting on my map, the bigger is the time to compile. The problem is I've just made a grandstaircase (27 steps, 27 square brushes). Now my compiling time jumps from 15 min (strange I only have 1 house...) to an hour (after the staircase).

So, is that normal? There's nothing there but 1 house.

Posted: Sat Jun 07, 2003 6:30 pm
by Surgeon
Have you made the staircase "detail" (right click with the brushes selected and select detail) ??

Posted: Sat Jun 07, 2003 7:07 pm
by Krane
No. I just putted the brushes.

Posted: Sun Jun 08, 2003 12:47 am
by MIG
Have you put a sky around your creation? And completely around it?

Then u should make a tiny gap in your sky brush. So the compiler sees this a little different then and will compile it much more quickly.

Posted: Sun Jun 08, 2003 5:15 am
by Krane
Sorry MIG, I didn't get the point...Yes, I have a sealed box (one is the ground and the five others are the sky), so I have to "unseal" it? Will the compiler say "leaked"? Is this ok?

Thanks for your reply!

Posted: Sun Jun 08, 2003 9:02 am
by mohaa_rox
it won't leak.

Posted: Mon Jun 09, 2003 2:02 pm
by Krane
Cool, guys... It worked! My map compiles now in...15 sec. hahahaha... Much better than 2 h. Thanks to this thiny little gap. I see the lights are a little different but who cares, I just wanna test the dam map more often.

Txs, guys.

Posted: Mon Jun 09, 2003 7:06 pm
by TheStorm
This might help you understand! a bit!

VIS for dummies

Posted: Tue Jun 10, 2003 2:05 am
by Bjarne BZR
No TheStorm... that one will actually make you understand A LOT!

Its great!

Posted: Tue Jun 10, 2003 5:48 am
by wacko
mohaa_rox wrote:it won't leak.
:shock: :shock:

Posted: Tue Jun 10, 2003 6:15 am
by mohaa_rox
Wacko wrote:
mohaa_rox wrote:it won't leak.
:shock: :shock:
??? did i say something wrong....again? maybe i didn't read the post carefully. :roll: :oops:

Posted: Tue Jun 10, 2003 4:40 pm
by Jack Ruby
I thought the sky box had to be sealed.

Whats the deal with making it open a little ? It wont leak ????
Please explain this technique .

Posted: Tue Jun 10, 2003 4:57 pm
by Zip
I think if you have a leak in your map it reduces the compile time (it misses out the .prt file) You can then re-seal it at the end for your final compile. That's what he meant i think

Posted: Tue Jun 10, 2003 11:48 pm
by Bjarne BZR
Zip wrote:I think if you have a leak in your map it reduces the compile time (it misses out the .prt file) You can then re-seal it at the end for your final compile. That's what he meant i think
Not really shure how you ment this, but this is what happens if you "open the skybox":

The VIS compile process is destroyed completely and can not be done: so the VIS stage takes virtually no time at all ( compared to a proper VIS compile ).
Because of this, all VIS optimizations are gone, and the map will have bad FPS...

So why would I do it?

Because when mapping you often want to just see "how it looks with that thing moved to there"... and if you dont give a rats ass about preformance: you sacrifice it to the God of fast compiles.

Because of this it is NOT a solution for released compiles and for complies made to test map performance.

Posted: Wed Jun 11, 2003 10:05 am
by Zip
Yep, that's what I meant :)

That is how I check my progress of a map. Actually I don't even use any sky, just compile it as it is (all void out there!).