Very slow compiling, is that normal?

Started by Caladinko
23/01/2012 10:54
Page 1 of 1
Caladinko23/01/2012 10:54

Hey, im now finishing map with about 8000 faces (ground is made with terraingenerator). The problem is when I compile it (Batch compiler) on "Fast" VIS it takes only 1-2 minutes, but when I try "Normal" VIS, only "BuildVisLeafs" takes 5 hours and its still on 90%.
I used there only light_enviroment and other 1 light. I'm wondering if its normal, time difference between compiling with normal and fast VIS.

Maybere there is something in log, so there it is:

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: D:\Mapping\zhlt\hlcsg.exe -nowadtextures D:\Mapping\RMF\vacationblock12
Entering D:\Mapping\RMF\vacationblock12.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

37 brushes (totalling 222 sides) discarded from clipping hulls
CreateBrush:
(1.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.76 seconds)

Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\firearms.wad
- Contains 10 used textures, 23.26 percent of map (278 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\halflife.wad
- Warning: Larger than expected texture (348972 bytes): 'CLIFF12'
- Warning: Larger than expected texture (348972 bytes): 'CLIFF13'
- Warning: Larger than expected texture (348972 bytes): 'CLIFF14'
- Warning: Larger than expected texture (348972 bytes): 'BRICK11'
- Contains 12 used textures, 27.91 percent of map (3129 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\zebani31.wad
- Warning: Larger than expected texture (359852 bytes): 'ZEB_ISYAN'
- Warning: Larger than expected texture (348972 bytes): 'CITY6_8'
- Warning: Larger than expected texture (261932 bytes): 'EGYPT13'
- Warning: Larger than expected texture (348972 bytes): 'EGYPT16'
- Warning: Larger than expected texture (261932 bytes): 'EGYPTEE'
- Contains 14 used textures, 32.56 percent of map (270 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\chateau.wad
- Contains 3 used textures, 6.98 percent of map (136 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\cs_san-angelon.wad
- Contains 1 used texture, 2.33 percent of map (177 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\extfh.wad
- Warning: Larger than expected texture (348972 bytes): 'FHROCK1'
- Warning: Larger than expected texture (348972 bytes): 'FHROCK2'
- Warning: Larger than expected texture (348972 bytes): 'FHGRASS1'
- Warning: Larger than expected texture (348972 bytes): 'FHGRASS2'
- Warning: Larger than expected texture (348972 bytes): 'FHROCK3'
- Warning: Larger than expected texture (348972 bytes): 'FHROCK4'
- Warning: Larger than expected texture (348972 bytes): 'FHROCKGRASS'
- Contains 3 used textures, 6.98 percent of map (8 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mh9\counter-strike\cstrike\greeceb.wad
- Warning: Larger than expected texture (44081942 bytes): ''
- Contains 0 used textures, 0.00 percent of map (60 textures in wad)

added 1 additional animating textures.
Texture usage is at 1.50 mb (of 4.00 mb MAX)
3.34 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: D:\Mapping\zhlt\hlbsp.exe D:\Mapping\RMF\vacationblock12

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\Mapping\RMF\vacationblock12.prt'
2.71 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: D:\Mapping\zhlt\hlvis.exe -fast D:\Mapping\RMF\vacationblock12
2059 portalleafs
7587 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(2.51 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 1227 and 1226:
(1664.000 -1152.000 -0.000)
(1664.000 -1152.000 -0.000)
(1536.000 -1408.000 16.000)
(1408.000 -1152.000 96.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1339 and 1342:
(1082.000 -1848.163 49.730)
(1082.000 -1848.163 9.000)
(1081.790 -1848.000 9.000)
(1065.379 -1835.310 10.586)
(843.835 -1664.000 102.521)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1906 and 1911:
(-451.000 -1597.000 208.750)
(23.000 -1597.000 268.000)
(24.000 -1597.333 268.000)
(24.000 -2072.000 90.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1921 and 1920:
(-128.000 -2005.333 85.333)
(24.000 -2056.000 79.000)
(24.000 -2021.333 96.333)
(-128.000 -1920.000 128.000)
(-128.000 -1920.000 128.000)

average leafs visible: 1465
g_visdatasize:496981 compressed from 531222
2.67 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlrad -----
Command line: D:\Mapping\zhlt\hlrad.exe D:\Mapping\RMF\vacationblock12

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


8119 faces
Create Patches : 35739 base patches
0 opaque faces
874077 square feet [125867136.00 square inches]
8 direct lights

BuildFacelights:
(24.55 seconds)
visibility matrix : 76.1 megs
BuildVisLeafs:
(46.89 seconds)
MakeScales:
(10.12 seconds)
SwapTransfers:
(3.85 seconds)
Transfer Lists : 44064068 : 44.06M transfers
Indices : 31313908 : 29.86M bytes
Data : 176256272 : 168.09M bytes
GatherLight:
(0.84 seconds)
FinalLightFace:
(0.76 seconds)
88.17 seconds elapsed [1m 28s]

----- END hlrad -----

sn00p mapper23/01/2012 11:37

You should optimize the terrain that you imported, it's not always coming right, and needs work.

And don't use very big terrains, since compiler will take his full time to process the polygons.

Here's about leaf error also http://www.slackiller.com/tommy14/errors.htm#leafsaw

So it takes time to process the light on that terrain, my suggestion is to remake the whole ting, make a plane brush large as that and try add just on some places what you want to archive with terrain.

Also can you post some screens from VHE?

Caladinko23/01/2012 12:15(edited 23/01/2012 14:41)

Ty for fast reply, sure ill check leaf error and here are screens from VHE:

http://i40.tinypic.com/2a59bn.png See? the sand part is made by TG, but everything except up faces are nulled, whole map is nulled.

http://i44.tinypic.com/28iyt05.png I've tried to make some realistic rocks in TG too, thats the reason of so many polygons

//EDIT: I decided to delete all non-visible traingles under surface of mountain, but they were all nulled, you think it can help? I also deleted som triangles of sand under water and make it from 3 huge blocks. http://i42.tinypic.com/1qo901.png

hm^ mapper VIP23/01/2012 15:56

i saw on the pics that all rocks are "worldbrushes".
But sometime you build some brush in an other one without "func_walling" it.
That could be also a reason for the slow compilingprocess.

sn00p mapper23/01/2012 17:11

Try reduce the brushes, are way to many and from screens it's kinda large too, do a large plane and use them only on some places.

Also make sure you add the sky brush after initial brushes, don't let them intersect, and don't let any brushes outside the "world" meaning outside of sky box texture.

Being such a large open place could be also a problem, Gold Source ain't friend with huge open spaces and so detailed as your ground.

dEMolite mapper30/01/2012 21:36

it just looks for me that the skybox is just one big brush which got hollowed by 32 or lower.

make just 5-6 normal brushes out of it and you will get another result of it too

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