Compile Times Reaching Ludicrous Speed^-1
Anpheus
Join Date: 2004-09-30 Member: 32013Members
Most recent RAD compile:
20690.09 seconds elapsed [5h 44m 50s]
I have done everything I percieved possible to reduce this time. This includes making a big box around the map to check for lighting but non BSP breaking lighting leaks, this includes turning half my map into a collection of func_walls for the purpose of improving VIS. This includes creating 1 to 2 unit wide spacer func_walls to surround large brushes to prevent face-splitting. This includes removal AND addition of lights, and numerous other things.
Despite all this, compile time has been growing steadily. I request expertise assistance for this, because <b>five hours</b> for a single (although exceptionally large) room is excessive. Compile time has been as low as three minutes in the past.
20690.09 seconds elapsed [5h 44m 50s]
I have done everything I percieved possible to reduce this time. This includes making a big box around the map to check for lighting but non BSP breaking lighting leaks, this includes turning half my map into a collection of func_walls for the purpose of improving VIS. This includes creating 1 to 2 unit wide spacer func_walls to surround large brushes to prevent face-splitting. This includes removal AND addition of lights, and numerous other things.
Despite all this, compile time has been growing steadily. I request expertise assistance for this, because <b>five hours</b> for a single (although exceptionally large) room is excessive. Compile time has been as low as three minutes in the past.
Comments
fixing leaks with such a thing is evil and boosts your compile times enourmusly, since now the complete outside of your map has to be lighted aswell-
There are <b>ZERO</b> leaks in my map. I will not reinforce this any more.
Now, expert advice, anyone?
How many OPAQUE entities?
How many lights, light_spots, and the like?
How many brushes?
HOW BIG?
Show us the thing yer trying to compile and we can help more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Then again... my current map in progress is like... 6 hours + to compile on FAST vis with NO opaque and NO extra... and I think it's around 12 hours with FULL, OPAQUE, and EXTRA 0o'
Additionally, above this square platform is a smaller room, in which there is an inverted pyramid at the top that emits light into this small room. The small room is opened into by a 16-vertex circle, composed of two worldbrushes and two func_walls.
Additionally, for every connection between the pyramidal shell of the map and a world brush within, there is a func_illusionary between the shell world brush and the internal world brush.
I think I got everything. I'll show pictures when this current compile is done, which can be any time between now and tomorrow.
Edit: Oh yeah forgot the opaque and light information. There are no opaque entities, and there are probably 12 lights, and a bit of texture lights. The lights are definately not the problem because I have had them for a long time, and it wasn't them that caused the extreme rise in compile time.
Edit: The problem, I have found it. It was the texture lights that I used. Specifically, I had shrunken the texture so, presumably, RAD would chop it into finer patches.
er.. no. the gamma ramp is not taken into affect in the compile else you wouldnt beable to change it on-the-fly after the map is compiled. it is an ajustment of your hardware.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this includes turning half my map into a collection of func_walls for the purpose of improving VIS. This includes creating 1 to 2 unit wide spacer func_walls to surround large brushes to prevent face-splitting.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i wouldnt do any of that either. seeing as entites dont block light all those func_walls arent helping they are just making it calculate the func_wall and the brush behind it.
and some screenies from vhe would be more helpfull then that rather confusing discription of non-square square things.
also did the compile complete or did u stop it? as when i was compiling my map it was taking 5 hours to realise it was out of light memory. however once i increased the amount of memory available it only took 3 hours.