What Causes Compile Time To Skyrocket?

EflfKEflfK Join Date: 2002-11-04 Member: 6868Members
<div class="IPBDescription">I added 2 rooms and now it takes 30 min</div> I added a couple of rooms to the 6 i already had and the compile time skyrocketed. I moved that section of the map to another .map to compile it and that room and the ready room alone take forever to compile and I cant figure why. All it contains is one res tower and the alien spawns for one hive and the hive. Also contains a few pipes solid and a few hollow pipes. other than that not much is there. The specific part thats lagging is leafthread in hlvis. Its freaking awful takes over 500 seconds as opposed to before only like 60 seconds to compile total.

Thanks ahead.

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    edited October 2003
    If you have pipes, chances are they are splitting faces and creating extra vis leafs. Try leaving a 1-unit gap between the edge of a pipe and the wall it contacts, making the pipe into a func_wall, or making the ends into func_walls.

    And by the way, if you think 500 seconds is bad for vis, you're in for a few headaches once you make a full map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> .

    Edit: Read your post again. You have hollow pipes? These might be causing some slowdown; what purpose do they serve? Are they arches, or pipes that you have hollowed?
  • EflfKEflfK Join Date: 2002-11-04 Member: 6868Members
    Well my plan is to just coimplie each room seperately till the map is near done enabling me to look at each room see if i like the lighting etc. As I go ill put them together and and compile removing leaks. Finding the leaks may suck but if i do it right I can reduce compile time for looking at the results by a lot.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    nice lego-like building of the map system dude...

    but the hollow pipes are terrible; the only thing you should use "hollow" with is a cube. carve on the other hand, NEVER use carve... *shudder* always make complex geometry by your own hands; arch tool is a pain and you get a better effect when you do it yourself.

    again, leave a 1 unit distance between the pipe and the floor, and place the NULL texture on the not-so-visible peices, as to cut down on r_speeds even more. (lower r_speeds = good. you can see r_speeds by typing r_speeds 1 in the console.)
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    I use carve left and right when I start putting my vents into the level. It splits the wall essentially the same way I would myself.

    Hollow Pipes are a bad move unless you actually want to make them usable from the inside. As far as why your time would skyrocket, I think the compile time starts to increase exponentially after a point, and you may haev just reached that point.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited October 2003
    <!--QuoteBegin--Coroner+Oct 30 2003, 11:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coroner @ Oct 30 2003, 11:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I use carve left and right when I start putting my vents into the level. It splits the wall essentially the same way I would myself.

    Hollow Pipes are a bad move unless you actually want to make them usable from the inside. As far as why your time would skyrocket, I think the compile time starts to increase exponentially after a point, and you may haev just reached that point. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Complex Geometry shouldn't slow down Vis too much unless it is Improper Geometry.

    Examples of Improper Geometry are many, let's go with the way geometry breaks up walls since I. and everyone else, feel that may be your biggest problem, ESPECIALLY, if the pipes are hollow! If your pipe is hollow and touching flush against a wall it is a NIGHTMARE. Just have a look at the pics below, generated using gl_wireframe 1, enhanced in Photoshop with blue lines, for ease of viewing.

    ~ DarkATi

    Pic 1: The Pipe is one unit away from the wall.
    Pic 2: Non-Hollow Pipe TOUCHING flush against the wall.
    Pic 3: HOLLOW Pipe TOUCHING flush against the wall.
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