In Need Of A Surrogate Pc For Compile
MrRadicalEd
Turrent Master Join Date: 2004-08-13 Member: 30601Members
<div class="IPBDescription">Serious considerations please</div> My first compile was a bearable 22 hours and that was only at 3/5s complete. I now have a final version, but I expect this compile to double from the original. I remember a (long)long while back someone had a machine open for compiles specificaly for NS maps. I don't know if that individual still accepts submissions, but I am considering looking for help here.
CSG and VIS are no biggies. Those finish under 10 minutes or so, but it's RAD that is a killer. Obviously I'm looking for some real horespower to finish up this map. Helping out will obviously earn you credit towards the map and I'm not looking for just anyone to take my labored work and compile it themselves.
If you're truely interested send a PM my way and we'll talk.
CSG and VIS are no biggies. Those finish under 10 minutes or so, but it's RAD that is a killer. Obviously I'm looking for some real horespower to finish up this map. Helping out will obviously earn you credit towards the map and I'm not looking for just anyone to take my labored work and compile it themselves.
If you're truely interested send a PM my way and we'll talk.
Comments
I'm sure you'll be able to find someone with enough unf to compile it for you.
--Scythe--
Although i have found <a href='http://articles.thewavelength.net/529/' target='_blank'><u>this</u></a>.
It may not be avaliable but the website is still running.
So far I'm 28 hours in to the compile with 6 hours(At the most) left on FaceLights in RAD
I estimate an additional 26 to 28 hours at the FaceLeafs portion of RAD. Everything afterwards is bearable( FinalLights, and extra bounces)
it's only at 30% usage on a modified Win98se OS. Only 2 other processes are running and that's the mininmum that is required(I know what I'm doing)
The map spans nearly the entire bounding box and contains lots of spot lights. The map is quite massive which does contribute to the compile time.
Well it took 22 hours FaceLights so I expected nearly the same for VisLeafs. Another 22 hours ago and FaceLeafs is only at 17% as I type this. So at the most I have another 92 hours left. Now I wouldn't mind this normaly, but I am moving in 3 days and this PC wont be on for much longer. My plan was to get this somewhat final compile out the door for people to play on so I can get as many additions to it before another compile is needed.
Try add to rad parameters -sparse and -novismatrix
I have come to the conclusion that with the many func_wall burshes set to opaque, point based lights, and Sparse taxes my CPU too much. I think if I went to legacy calculations in RAD I can speed up the time at the expense of memory.
EDIT
do you think we could see a screen shot of a view of your x/y view of your map?
3.2 Ghz P4 w/HT
1024 MB 400Mhz DDR RAM
T1 Lan connection (100 MBps)
[EDIT] I'll just do it overnight; I'll be needing my computer later this evening.
Looks good. What's the entity count?
If you like the way your lighting is, you should see what the map looks like without those entities blocking lights.
From looking at your hammer screenshot, I can tell you right now that my map ns_rust is as large or larger, and it took 3 hours to compile. But, when I experimented with opaque func_walls to create cool shadows my compile times quadrupled. A good workaround for light blocking func_walls, is to copy&past the brush you want to block light and cover it in the null texture. Null textured brush's are invisible and block light <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Hope this helps.
Huh? I don't even know what you are talking about. Can you please explain?
I know ZHLT = Zoner's Half-Life Tools, which compile your map in worldcraft. But where are these lightflags, what's their purpose, and why are they so bad to have in your map?
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n00b I guess...
agentx5, It takes more time to block light as it's being created on func_walls since they are entity based and don't naturaly block light in RAD.
The use of textured light increases the compiletime... So have a look at some light emiting textures and look for textures which can be lit by placing light entities in front of them. This will decrease the lightdata and increases the compile speed.
What im talking about is this:
Lets say you have a spot light texture and you lit it using texture lighting. Sure this look nice and is faster to imliment, but uses to many individuel lights and can be done pretty easily with only one light (and a light_spot if you want to use one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
Simply place one light entity against the texture in the color of the light. A brightness of 32-48 will work prefectly.
This technique can also be used on computer screens, bigger light textures etc... You would need more then one light btw... Just place the light entities in a logical location in releation to the texture. And don't worry about the looks since it actually doenst look worse then texture lighting, in some cases it looks even better...