B
bpoag
Guest
Yeah, I know what you're thinking. "Your map is leaking."
Nope. No leaks reported in the logs.
Here's the situation.. I've got a map that will render within about 10 minutes w/ the "Fast" settings turned on for vbsp/vvis/vrad. However, doing a full compile (again, just the normal full compile, nothing weird added or changed..) it takes upwards of a week!
I've checked my map top to bottom, and found nothing wrong with it structurally. I've even resorted to the "put a box around everything" noob trick, in the event that there WAS a leak that wasn't being detected! No such luck.
The map itself is fairly large, and contains about half a million square feet of lit surfaces. It's an indoor map, with 7 floors worth of platforms that overlook lower floors. Some parts of the map have large areas of empty space for dramatic effect -- Lighting wise, there are approximately 80-90 lights, all quadratic, and none of them dynamic. Lots of light_spotlights, all checked off to make sure they're not being rendered as dynamic lights.
My map uses alot of entities, but nothing anywhere near pushing the limit of the engine or compiler. Breakable objects, moving objects, physics objects, stuff like that.
I've walked the whole map with mat_wireframe turned on, and while showing leafs, and I've hinted off everything that should be hinted off.
I've tried converting lots of stuff over to func_detail, but it hasn't had any effect on compile times.
Here are some screenshots..
http://home.comcast.net/~bpoag
I can use some advice, if anyone has any.
Cheers,
Bowie
Cheers,
Bowie
Nope. No leaks reported in the logs.
Here's the situation.. I've got a map that will render within about 10 minutes w/ the "Fast" settings turned on for vbsp/vvis/vrad. However, doing a full compile (again, just the normal full compile, nothing weird added or changed..) it takes upwards of a week!
I've checked my map top to bottom, and found nothing wrong with it structurally. I've even resorted to the "put a box around everything" noob trick, in the event that there WAS a leak that wasn't being detected! No such luck.
The map itself is fairly large, and contains about half a million square feet of lit surfaces. It's an indoor map, with 7 floors worth of platforms that overlook lower floors. Some parts of the map have large areas of empty space for dramatic effect -- Lighting wise, there are approximately 80-90 lights, all quadratic, and none of them dynamic. Lots of light_spotlights, all checked off to make sure they're not being rendered as dynamic lights.
My map uses alot of entities, but nothing anywhere near pushing the limit of the engine or compiler. Breakable objects, moving objects, physics objects, stuff like that.
I've walked the whole map with mat_wireframe turned on, and while showing leafs, and I've hinted off everything that should be hinted off.
I've tried converting lots of stuff over to func_detail, but it hasn't had any effect on compile times.
Here are some screenshots..
http://home.comcast.net/~bpoag
I can use some advice, if anyone has any.
Cheers,
Bowie
Cheers,
Bowie