Tooo much time to compile

Started by h1m1 mapper
27/09/2007 08:27
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h1m1 mapper27/09/2007 08:27

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 ]

maniac27/09/2007 12:34

Which PC (hardware) do you have?
Do you use Prefabs?

ndR moviemaker Tournament #227/09/2007 13:09

I know that the compilation of kz_kzfr_alexandrie took 2 days, just wait :D

maniac27/09/2007 14:41

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! ^^

h1m1 mapper27/09/2007 17:08

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 ]

clair mapper27/09/2007 18:33

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.

dEMolite mapper27/09/2007 20:30

func_walls and nulltextures helps for decreasing the time.

h1m1 mapper27/09/2007 21:25

func_wall on what? on the blocks and jumps?
everything invisible in-game is nulled :)
[ Edited 09/27/07 - 21:26:17 ]

dEMolite mapper27/09/2007 23:10

make the jumps to func_wall max 3-6selected

P.V.A.B.-jello27/09/2007 23:35

dem means you should place null textures on everything that isn't visible to the player, such as the outside faces of brushes.

h1m1 mapper28/09/2007 03:13

tenub, i know about the null texture, and where i should put it. as i said above i'v nulled everything invisible in-game.

rinkon mapper28/09/2007 05:02(edited 26/07/2015 09:30)

https://www.youtube.com/watch?v=QwrbyVaC6EU

Volsfootball28/09/2007 05:19

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.

clair mapper01/10/2007 11:28

speaking of func_wall... when i func_wall'd my map, the fps went down a lot, and i cant figure out why

Pf0llz0r mapper01/10/2007 12:18

speaking of func_wall... when i func_wall'd my map, the fps went down a lot, and i cant figure out why

clair


How many brushes did u have in each func_wall??

max 3 is a good number :P

FragMcCracken mapper01/10/2007 13:25

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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