Map Comiling

Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
<div class="IPBDescription">Is it possible to speed it up?</div> Yeah... title is kinda self-explanatory... is it possible to speed up the time a map takes to compile using BC?

I'm just scared... ONE room (albeit a LARGE room with MANY things in it) is taking more than 45 min to compile on my BRAND NEW computer... (it's plenty fast) tho that MAY have something to do with my stupidly not remembering to boost the virtual memory... but I'm afraid how long a full MAP will take to make... how long does a medium-large map usualy take to compile?

ARe there way's to speed it up (excluding things like shutting off background applications... as I only have ones I ABSOLUTLY need running.. aka Explorer and the SVC hosts... the SVC's are for my network <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

Any clues?

Jean Lerk

Comments

  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Must be a chunky room full of detail. Half my map is done, it takes about 10min to compile, with -full and -extra. Maybe you have some bad brush issues around. It depends what you have your options set at as well. But for 1 room, 45min seems very over the top and you may have some brush issues or something of that type.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    <b>Reason 1.</b>
    Did you put a large box arround the map to fix any leaks? since if you do that VIS is going to have a very hard time because it thinks everything inside the box is the inside of the map.
    It will render even the outside of the walls which under normal circumstances (without the box) would be excluded since they would be touching the void.

    <b>Solution:</b>
    Remove the box and fix the leaks, ow and also another rule if you did this, ignore the following if you didn't use it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->...

    <b>NEVAH USE A BOX TO FIX LEAKS!!!</b>

    <b>Reason 2.</b>
    Maybe you have some cilinders or other very complex shaped brushes touching a wall, if so the compiler will brake it up and it will look very nasty (also ingame with lighting). This will also result in a longer compile time.

    <b>Solution:</b>
    1. keep a gap of 1 unit (1 grid) between the wall, ceiling or floor and the complex brush so it won't touch it and be broken up into many pieces by the compiler
    2. tie it to an entity (not recomended if its large or you don't have entities to spare)

    These are 2 possible reasons for an one box/room map to have a very long compile time.

    <span style='color:gray'>I'm compiling on a:
    AMD barton 2500+ (which can run at 3800+, but never mind that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
    512mb mem
    1.5gb virtual mem

    Achio 32% at the moment, full compile takes about 15-20 minutes depending what the load of the pc is (idle or in use <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )</span>
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> It's just one room in a multi-room map, I need to surround it with a box (only way to add the spawn points and shiz)

    *sigh* oh well XD
Sign In or Register to comment.