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Compile took 12hrs!
Posted: Sat Aug 07, 2004 6:07 pm
by Chaplain_GT
Hello, all. It took a little over 12 hrs to complile my first map. During the process of building this map, I had compiled it 5 diff times to check on my progress & it didn't take longer than maybe 30-45 mins. It started after I made a ladder following Mansteins tutorial on how to make a ladder. Don't get me wrong, I'm not saying it's Mansteins fault, but, has anyone else ever had this problem or is this normal for Radient. If it is normal, are there any plug-ins for 3DSmax out there?
Posted: Sat Aug 07, 2004 6:28 pm
by Splaetos
depends who you ask =)
my compiles never seem to take the extreme numbers ive seen other people post. Average on final light for me over 4 maps is about 3.5 hours.
Note: My maps are not HUGE - but I wouldnt call them small either. Just big enough to get lost in... but not for too long =)
Posted: Sat Aug 07, 2004 6:44 pm
by m4rine
i had sorta this problem... my map compiled in like 2 minutes, then suddenly it took 15minutes, i only added brushes, nowt else

Posted: Sat Aug 07, 2004 6:56 pm
by blue60007
http://dynamic6.gamespy.com/~rjukanproj ... -index.php
Look down towards the bottom, there are two on VIS. More than likely you have lots of VIS data.
ladder
Posted: Sun Aug 08, 2004 7:22 pm
by tltrude
Make all ladders (the fake ladder brushes) and stairway steps "detail" (Ctrl Shift D). Vis ignores detail brushes. It has a hard time compiling ladders, steps, and ramps because of the small spaces.
When you do that you will see a big drop in the vis data size, but don't go crazy and make everything detail. Brushes that block the players view help performance.
Posted: Sun Aug 08, 2004 7:50 pm
by MasterMind
Why do your maps take so long to compile?? My maps only take about 5 minutes.

Posted: Sun Aug 08, 2004 8:00 pm
by m4rine
ah i thought it may have something to do ladders - my compile took ages just after i had added a 3rd ladder to my map, cheers tom!

Posted: Sun Aug 08, 2004 8:03 pm
by Chaplain_GT
Thank you, everyone. Your advise is both appreciated & applied. As I said, this is my first map so I'm not sure of the mistakes I know I'll make. I'll let you know what happens.

Posted: Sun Aug 08, 2004 8:14 pm
by Splaetos
MasterMind wrote:Why do your maps take so long to compile?? My maps only take about 5 minutes.

there is a big jump once you reach certain plateaus in maps. I've never had a final map that could compile in less then 2.5 hours.
Posted: Sun Aug 08, 2004 10:48 pm
by Slopester
I'm with Tom, make all the small incidental brushes into Detail brushes.
Be careful not to go crazy with Detail, but things like ladder steps or building trim are ok.
I used to compile over night before i learnt that (12hrs). Now it's more like 1hr max.
Posted: Mon Aug 09, 2004 10:33 am
by m4rine
i thought making all your brushes inside the skybox details would increase FPS loads?
also, can you make entities like doors detail brushes or no? doubt it personally, just checking

Posted: Mon Aug 09, 2004 12:38 pm
by seere
m4rine wrote:i thought making all your brushes inside the skybox details would increase FPS loads?
also, can you make entities like doors detail brushes or no? doubt it personally, just checking

No entities can be detail, certainly NOT everything inside the skybox should be detail.
Making it detail will lower the vis count but will not help fps as the engine needs to be aided by structual brushes.
Brushes that should be detail are stairs,trim,ladders etc (anything that will not help block visibility of the player.
Brushes that should be structual are walls floors roofs etc.
doors
Posted: Mon Aug 09, 2004 9:40 pm
by tltrude
I wouldn't make doors detail, as they are ignored by vis already--so are windows.
For structual rooms that are sealed (no windows or holes) you can put a thin common/area textrued brush inside the door brush. Then that room will become an "area" which is not seen by the rest of the map, when the doors are closed. And, when a player is inside the sealed room, the rest of the map will not be drawn for him.
Posted: Mon Aug 09, 2004 10:53 pm
by hogleg
Hmmmm, so the common/area texture acts like a leaf group?
*edit*
Ohhh

it is a vis_leafgroup, eh?
area
Posted: Tue Aug 10, 2004 12:42 am
by tltrude
Kind of, but the "area portal" it creates is more like a plug. It seals the door opening. These portals are opened and closed automatically by func type doors. They can also be opened and closed by the script, like this.
$mydoor openportal
$mydoor closeportal
So, they can be used on a script_object door--like a hatch or trap door. As a test, make a small room with a door and try it. When you are inside the room with the door closed, your FPS should go way up. Btw, The area textured brush is not part of the func_door entity--it is just hidden inside the door brush.