help with compile? Created 17 years ago2007-02-06 00:51:41 UTC by Gingerbreadman Gingerbreadman

Created 17 years ago2007-02-06 00:51:41 UTC by Gingerbreadman Gingerbreadman

Posted 17 years ago2007-02-06 00:51:41 UTC Post #211756
I've just started a new map. It's a large map that taking forever to compile. I've already went through all the optimizing tutorial to try and help the compile. I'm kind of new to making an open map like this. I've already made everything that I could into a func_detail. I've added hint brushes everwhere I can think of and it taking forever still. Is there something else I can do to improve the compile?
:zonked:
Posted 17 years ago2007-02-06 01:39:03 UTC Post #211759
compiles always take a long time. for test purposes, using no RAD and fast VIS will reduce compile times. just remember that if you don't compile RAD, your map will be fullbright, so if you want lighting, try a fast RAD compile.

otherwise, you'll have to wait it out.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-06 02:01:36 UTC Post #211760
You've got the wrong forum, I think. You said you were using func_details, which are nonexistent in the HL1 engine.

Anyway, if you actually are using HL1, then it could take a long time if the map is really expansive. But if it's taking hours (or even 30-40 minutes), then you've probably tried to do what we warn so many people about not doing in HL1: Making gigantic outdoor areas.
Posted 17 years ago2007-02-06 12:11:00 UTC Post #211786
Ya sorry I posted in the wrong forum.
Posted 17 years ago2007-02-06 14:39:13 UTC Post #211801
You should try including as many things as you can in the skybox, will improve the compile time and render speeds alot. :)
Posted 17 years ago2007-02-06 23:13:06 UTC Post #211841
A slow computer will also make compile slower.
Posted 17 years ago2007-02-07 16:16:12 UTC Post #211877
I'm not sure if this still works, but you used to be able to put the skip texture on the outside of your sky brush(es) to make it compile faster too.
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