getting that compile time down...

  • Thread starter Thread starter DoctorGordon3
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DoctorGordon3

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Ok so i've finished my map, but the problem is the portalflow of vis is taking forever...i left it for 3 days, but it still didnt even get 50% done. Thats insane.

I dont want to set vis to fast, as i want the benefits of running it normal.

I've set all non-visible textures to nodraw, all touch-up brushes to func_detail. I've put in a few billion hints, to seperate the super-detailed areas.

But, i still just cant get the compile time down.

Please, does anyone have any ideas how to get it down? I have a deadline of the day after tomorrow to get this done.
 
Sounds like you've tried everything so all I can suggest is not making the area so god damn huge, in this case I suppose you could spilt the map up into say 4 pieces and have loading times inbetween the 4 quaters, but I know this would take a fair while to do so with such a tight deadline it might not help,

Sorry I couldn't be more helpful,

-J
 
Get a better computer?.... if u alredy have fair enought then i dont know...
 
lower your sig length to 4 lines max, that'll speed up your compile time.. or rather I'll disable the cpu limititer I installed on your computer.
 
Your optimisation is badly done if it's taking that long. Either that or your map is badly laid-out. If you're using HINT brushes to seperate detailed areas, then you've gone horribly, horribly wrong. All HINT brushes do are force a BSP split along a specific plane. If you can see one high-detail area from another, then no amount of HINT brushes are going to save you. Occlude, occlude, occlude.
 
Pi Mu Rho said:
Your optimisation is badly done if it's taking that long. Either that or your map is badly laid-out. If you're using HINT brushes to seperate detailed areas, then you've gone horribly, horribly wrong. All HINT brushes do are force a BSP split along a specific plane. If you can see one high-detail area from another, then no amount of HINT brushes are going to save you. Occlude, occlude, occlude.

Occlude? Are you implying that i've been using those pathetic models? How embarrassing.

Also, i've determined the problem is that my map is wide-open. I have a couple ideas for solving the problem nonetheless...

Thanks for everyone's input.
 
No, I'm using the actual definition of occlude. You need to stop one area from being seen by another. So you put something between them. This occludes them. Mapmaking 101.
 
well, the folks at hl2world have said lower end systems that take huge compile times = try...

tools > options > undo map is 50 defualt. Set it to 10 and try.

Im trying this now, so idk personally if it works, but after 15 min.s my map is half way compiled, compared to the defualt 50 and it took 20 hours total
 
the undo levels just use memory. The VIS part of the process isn't very memory-intensive.
 
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