Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 02-17-2005, 11:41 PM   #1
o_nuk3m
 
o_nuk3m's Avatar
 
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
OH MY GOD COMPILE TIME KILLS ME!!!

guys i need help, im making a HL2DM map for FF but when i compile w/ everything set to normal it takes 30 min a pop... its almost done but holy crap... anyone know a good compiler program that i can use besides the default ones in SDK?

PS yea it is a big map, but i have so much more im doing to it... HELP!!!
o_nuk3m is offline   Reply With Quote


Old 02-18-2005, 12:19 AM   #2
Defrag
Retired FF Staff
 
Defrag's Avatar
 
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
Optimise your vis blocking and make sure you make good use of func_detail brushes. Other than that, there's not much else you can do other than buy more RAM / upgrade. You can also reduce the accuracy / quality of the compiled .bsp via using the -fast option for vis/rad. Obviously this would only be for use during testing and you'd use the high quality options for the release/beta version of any map. Check the stickied topics and also read ze valve ERC documentation if you need more information.
__________________
Fortress Forever.
Level Designer, Gameplay Dude and whatnot.
Defrag is offline   Reply With Quote


Old 02-18-2005, 02:13 AM   #3
o_[wtf?]chemical burn
 
o_[wtf?]chemical burn's Avatar
 
Join Date: Jan 2005
Location: Ontario, Canada
Posts Rated Helpful 0 Times
If it helps ease your pain, on my old system I made a map which took 90 minutes to compile
o_[wtf?]chemical burn is offline   Reply With Quote


Old 02-18-2005, 02:54 AM   #4
o_nuk3m
 
o_nuk3m's Avatar
 
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
ouch 90 min? yes that does help the pain
o_nuk3m is offline   Reply With Quote


Old 02-18-2005, 03:36 AM   #5
o_dr zauis
 
o_dr zauis's Avatar
 
Join Date: Feb 2005
Location: Philadelphia, PA
Posts Rated Helpful 0 Times
lol 90 is nothing. I have had 5+ hour compiles

You better get used to it, what i like to do is get a compile tool like Zoners, put it on my desktop to run the compile, then work on the map on my laptop.
o_dr zauis is offline   Reply With Quote


Old 02-18-2005, 06:09 AM   #6
o_[wtf?]chemical burn
 
o_[wtf?]chemical burn's Avatar
 
Join Date: Jan 2005
Location: Ontario, Canada
Posts Rated Helpful 0 Times
I'll also add that your brushwork and how you construct things effects compile time a little. Try to make the outside of your map look like a big cube, that is to line up all the brushes' outside faces. This prevents little "pocket rooms" from being compiled, which means less calculations for vis/rad. It won't work magic or anything, but every little bit helps when planning a large scale map. It will also help you avoid leaks and keep everything neat and tidy looking in hammer.
o_[wtf?]chemical burn is offline   Reply With Quote


Old 02-18-2005, 07:31 AM   #7
o_zorro
 
Join Date: Jan 2005
Location: California
Posts Rated Helpful 0 Times
just hide shit your not working on! especially the light_enviroment that makes the biggest difrence for me
o_zorro is offline   Reply With Quote


Old 02-18-2005, 02:04 PM   #8
o_saintgreg
 
Join Date: Jan 2005
Posts Rated Helpful 0 Times
Chemical Burn - the outside faces get thrown away at bsp time, so doing that shouldn't affect vis or rad at all. It would only take a tiny bit longer in the bsp stage which is like lightning anyways. Though aligning the outside faces is good from the 2d view with less lines going everywhere.

compiling usually took me about 30 minutes on a full blown map.
o_saintgreg is offline   Reply With Quote


Old 02-18-2005, 09:07 PM   #9
Defrag
Retired FF Staff
 
Defrag's Avatar
 
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
5 hours is nothing. Snowdog compiled his TFC canyon map and it took (wait for it) OVER A MONTH. Then it crashed. Oh man, good times with the fuckers.
__________________
Fortress Forever.
Level Designer, Gameplay Dude and whatnot.
Defrag is offline   Reply With Quote


Old 02-19-2005, 03:40 AM   #10
o_nuk3m
 
o_nuk3m's Avatar
 
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Defrag
5 hours is nothing. Snowdog compiled his TFC canyon map and it took (wait for it) OVER A MONTH. Then it crashed. Oh man, good times with the fuckers.
thats impossible unless he was running of a damn pentium 50mhz w/ 32 sd ram with like 8 bit graphics and the map was gigantic.
o_nuk3m is offline   Reply With Quote


Old 02-19-2005, 12:43 PM   #11
Defrag
Retired FF Staff
 
Defrag's Avatar
 
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
Trust me, it's not impossible. Once your map hits the HDD swapfile, anything is possible. This happened a great many years ago and his map was HUUUUUUUUUUUUUUUUUUUUUUUUGE.
__________________
Fortress Forever.
Level Designer, Gameplay Dude and whatnot.
Defrag is offline   Reply With Quote


Old 02-19-2005, 05:12 PM   #12
o_binarylife
 
Join Date: Jan 2005
Location: Pennsylvania
Posts Rated Helpful 0 Times
Just start compiling and then go see a movie. Posibly with an attraactive and understanding girl
o_binarylife is offline   Reply With Quote


Old 02-20-2005, 10:45 AM   #13
o_un_ethical
 
o_un_ethical's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Defrag
5 hours is nothing. Snowdog compiled his TFC canyon map and it took (wait for it) OVER A MONTH. Then it crashed. Oh man, good times with the fuckers.
I can confirm this - Snowdogs TFC Canyon map was so huuuge that it took a scout 20 mins just to cap a flag

Ok thats a slight exaggeration, but yes some maps can take many many hours, days & even weeks depending on layout & lighting.
o_un_ethical is offline   Reply With Quote


Old 02-20-2005, 02:54 PM   #14
Defrag
Retired FF Staff
 
Defrag's Avatar
 
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
UE! I can't post on the WTF? forums because my chatbear account is locked. The email won't send to recover my pw As a result, I can view but not post. How's everything going?
__________________
Fortress Forever.
Level Designer, Gameplay Dude and whatnot.
Defrag is offline   Reply With Quote


Old 02-20-2005, 04:27 PM   #15
o_un_ethical
 
o_un_ethical's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
Defrag ... I've sent you PM - check it out
o_un_ethical is offline   Reply With Quote


Old 02-20-2005, 11:30 PM   #16
o_eradicatus
 
Join Date: Dec 2004
Location: Norway
Posts Rated Helpful 0 Times
30 min for a compile isnt much time.
o_eradicatus is offline   Reply With Quote


Old 03-01-2005, 10:20 AM   #17
o_eradicatus
 
Join Date: Dec 2004
Location: Norway
Posts Rated Helpful 0 Times
However, on my small hl2dm map, vvis uses 3 hours to get up to 5, and then 9 hours to get 3 dots over that again.

I call that BS.

Any suggestions? Still haven't seen my map with a full compile

Got no leaf cluster erros either, and everything looks good with glview too.

I pulled a "valve" (sdk_d3_c17_13.vmf) one with the hint brushes, and made 3 of them horizontal across the whole map. heh maybe that was stupid.
This can't be a lighting issue, since it never got that far.

Any suggestions? lay it out. bad brush designing, too many props, too much displacement.. etc.
o_eradicatus is offline   Reply With Quote


Old 03-01-2005, 11:02 AM   #18
o_dirkpitt
 
o_dirkpitt's Avatar
 
Join Date: Feb 2005
Location: Minnesota
Posts Rated Helpful 0 Times
check the readme's for a lot of popular maps, alot of them say 6+ hrs of compile time so 30 min not really too big a deal, grab a soda watch some tv
o_dirkpitt is offline   Reply With Quote


Old 03-06-2005, 10:59 PM   #19
o_nuk3m
 
o_nuk3m's Avatar
 
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
Posts Rated Helpful 0 Times
then again my map was big, but isnt complex that could be the reason its not a long compile time at the standards of HL2, i am so used to HL1 engine taking like 10 minutes for a full fledges map compile with extras etc...
o_nuk3m is offline   Reply With Quote


Old 03-06-2005, 11:27 PM   #20
o_dr zauis
 
o_dr zauis's Avatar
 
Join Date: Feb 2005
Location: Philadelphia, PA
Posts Rated Helpful 0 Times
HL1 was just as slow if not slower. EJG2_Hunted took 33 hours to compile on a then 1.8ghz PC
o_dr zauis is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:45 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.