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Compiling Time Gone Weird
Posted: Mon Sep 29, 2003 4:33 am
by Voltaire
I've been having a problem lately, the last two maps I've been working on and compiling have been hitting a snag, they compile pretty normally up to Lighting phase. Then always when it gets to the third segment of Radiosity lighting, it just stays at 0%. It will stay there and do nothing for hours on end, I even let it run a full 24 hours and it stays at 0%. The little "_" keeps blinking, and I can hear my computer running as if it is working on it, but it does nothing. In the past the Lighting part went pretty fast. The maps are large, but I've done other maps for LAN clan about the same size and had no problems before. Here's some of the info from the compile screen:
.03 secs to after writing the .prt
576 seconds elapsed after writing bsp and vis files
I am using 5000 as the value of the farplane_distance (although it does the same without the farplane distance added)
After reading the prt file again:
568 portalclusters
1722 numportals
1370 numfaces
visdatasize:40904
it took 5.28 seconds for the first writing after that
then it takes 1691.59 secs to write second part,
Then it goes into Initial lighting which is usually the fastest part of compiling. It use to be the above part that took the longest to do, but I read where you make your textures ... damn forget what its called, but it turns them green in your map, to speed up compiling.
Initial Lighting: 3908.81 secs
Radiosity Lighting:
1st part 44.97 secs
2ndpart 482.69 secs
Then on third part it stays at 0.
Doe anyone know what is going on? Could it be where turn everything green, even the ground that is causing the problem. I am using sun direction as 90 270 0,
suncolor 70 70 70
ambient lighting at 5 5 5.
Any help wpuld be appreciated.
Voltaire
bounce
Posted: Mon Sep 29, 2003 6:21 am
by tltrude
You can put "-bounce 0" in the light compile options to speed up the radiosity part. Your ambientlight should be set around 18 18 18 for a daylight map. Here is what jv_map posted about the light compile a while back:
3. Mohlight (lighting phase)
Basic options
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-bounce [num] : Sets the number of radiosity bounces to do. Defaults to 8. Radiosity means that every texture emits light if it's lighted, for example, a red curtain will color the surrounding walls slightly red. This light red will bounce off the wall to other brushes, until the number of bounces is reached.
-final : Sets all lighting options to full detail except -chop.
-fast : Loses some lighting quality for a faster compile.
-staticshadows : Makes static models cast shadows. This can make your map look a lot more realistic, but will add unbelievably to the compile time. With -staticshadows, you can expect your compile to take about 4 times as long.
Additional Options (not tested)
-moddir [moddir] : mod subdirectory of gamedir
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used.
-v[erbose] : Enables verbose message output (you get more info)
-area [num] : Sets the scale of surface lights. Default is 1.0 Surface lights are all light emitting textures.
-point [num] : Sets the scale of point lights. Default is 1.0 Entity lights are also known as point lights.
-notrace : Don't do any occlusion testing at all (no shadows)
-nosurfshadows : Brush surfaces don't cast shadows
-nocurveshadows : Curved surfaces don't cast shadows.
-nopatchshadows : Terrain patches don't cast shadows.
-nocurvelight : Don't light curved surfaces
-nopatchlight : Don't light terrain patches
-nodiffusesun : Don't do the diffuse sunlight calculations Sun diffuse can be set in the worldspawn.
-nogrid : Don't calculate the entity lighting grid The lighting grid is used to adjust the brightness of entities, even when they move around, such as the player's gun getting darker in shadowed areas.
-radgrid : Calcule Radiosity into the Light Grid
-vertex : Enable vertex lighting of the map
-randomdir [dir] : Sets the amount of random lighting direction. Default is 0
-chop : Sets the amount to chop up radiosity patches.
Default value is 64.
-minchop : Sets the smallest size to chop a radiosity patch to. Default value is 64.
-smoothangle : Sets the maximum angle to smooth across. Default is 45.
-extra : Does high detail light sampling. NOTE: Currently only increases sunlighting quality Don't use this, use final.
-extragrid : Does a full detail calculation of the entity lighting grid.
-border : Add debugging borders to the lightmaps
-raddebug [num] : Different debug options when in range 1-4. Never tried any of these, but they may be useful.
-radscale [num] : Radiosity scale factor. Default is 0.95, 0 is no radiosity. Don't set it too high, it will cause a 'fun fair' look.
-attenuate [num] : Sets atmospheric attenuation over distance in percent. Attenuation A means radiosity reduces by A% every 16 units, in addition to the 1 / distance squared falloff. Default is 4. If you have a lot of fog in your map, set this value higher, in a clear atmosphere, set it a bit lower.
-onlygrid : Only calculates the lighting grid.
-ambient [RGB] : Sets the RGB ambient light on a 0 - 255 scale. Crashes Mohlight on my system, but you can set it in the worldspawn with 'ambientlight'.
Re: Compiling Time Gone Weird
Posted: Mon Sep 29, 2003 7:38 am
by wacko
Voltaire wrote:...where you make your textures ... damn forget what its called, but it turns them green in your map, to speed up compiling.
this seems to be interesting... could you be more clear in this? have you turned everything into detail? are your textures green or rather the brushes in the 2d-views?
Posted: Wed Oct 01, 2003 5:07 am
by Voltaire
Thanks tltrude!
That solved the problem!
Voltaire
Posted: Wed Oct 01, 2003 5:10 am
by Voltaire
Wacko,
It's where everything has been made into "Make Detail"
Voltaire
Posted: Wed Oct 01, 2003 8:08 am
by wacko
problem solved...
Voltaire wrote:Thanks tltrude!
That solved the problem!
... or not yet
Voltaire wrote:Wacko, It's where everything has been made into "Make Detail"
???