Tooo much time to compile
Can someone tell me how to reduce the compile time?
Cause this is my problem:
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (42.59 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (91279.08 seconds)
average leafs visible: 773
g_visdatasize:566982 compressed from 886446
91322.77 seconds elapsed [1d 1h 22m 2s]
...
Edit: sry if that thread was posted before.
[ Edited ]
Which PC (hardware) do you have?
Do you use Prefabs?
I know that the compilation of kz_kzfr_alexandrie took 2 days, just wait :D
I don't think that h1m1 made such a complex map like alexandrie... :D
Alexandrie has a lot of windows... i think that is one point why the compile took so long! ^^
My pc configuration: Sempron 2.6+ Ghz, 512 DDR RAM, GeForce4 MX440 128Mb (video cart, but i don't think it is important in compile :) ).And I do not use prefabs. And I don't think the map is so complex. Just a block map, so far there's 26 blocks.
[ Edited 09/27/07 - 17:09:06 ]
may i suggest copying whatever blocks you need to test into a seperate file and compiling that? i got tired of waiting for my maps to compile as well so ive been doing that.
func_walls and nulltextures helps for decreasing the time.
func_wall on what? on the blocks and jumps?
everything invisible in-game is nulled :)
[ Edited 09/27/07 - 21:26:17 ]
make the jumps to func_wall max 3-6selected
dem means you should place null textures on everything that isn't visible to the player, such as the outside faces of brushes.
tenub, i know about the null texture, and where i should put it. as i said above i'v nulled everything invisible in-game.
https://www.youtube.com/watch?v=QwrbyVaC6EU
func_wall every jump that you dont really care to have a shadow. Func_wall just lets light pass through the brush, so that decreases the Leaf Thread. Maybe you have a lot of vertex that is causing the light to bounce of every which way... I dont know.
speaking of func_wall... when i func_wall'd my map, the fps went down a lot, and i cant figure out why
speaking of func_wall... when i func_wall'd my map, the fps went down a lot, and i cant figure out why
How many brushes did u have in each func_wall??
max 3 is a good number :P
but the best effect of func_walls is, that u dont have texturescattering. type gl_wireframe 1 and u see what i mean. if a brush touch another, the bigger one will be scattered into many small ones. and every texturescatter is a own w-polygon
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