A very odd and Different compiling Prob. Created 20 years ago2004-10-23 17:18:02 UTC by Archie Archie

Created 20 years ago2004-10-23 17:18:02 UTC by Archie Archie

Posted 20 years ago2004-10-23 17:18:02 UTC Post #68656
Ok, iv just finished (in my opinion) the best map iv ever made... I'm all happy and i start to compile it (using batch compiler, but not the latest)
and it starts going. After an hour, and its still not done i get a bit suspicious but leave it going (its at leafthread 5 at this point) i then go to bed and awake the next morning to find it still at leafthread 6... this is very annoying as it shows no error message and looks like it is working... Any help please? :(
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-23 17:36:17 UTC Post #68667
HLVIS is SLOW
outer vis rad
left side

For most well designed maps, vis should have a worst case run time of about 45 minutes on a single p2-300 class computer. If it is taking longer, then the map probably needs work to add vis blockers. Several things can make vis take way longer than usual:

First, if the world has been 'boxed in' to prevent leaks, vis has to spend large amounts of time on the exterior gaps which would normally not exist on a map without a box.

Second, The architecture which connects 'areas' together might be a bit confusing for vis to figure out. It is somewhat difficult to explain, but a few examples would be: halls lacking a wall somewhere which is not directly on the XZ or YZ plane; halls that intersect rooms on a plane other than XZ or YZ, large rooms with walls that are not vertical; halls that connect two areas but the areas can see each other through the hall; Lots of little tiny brushwork in an area (especially large areas) that is not an entity.

Third, vis is quickly brought to a crawl by large outdoor areas that are not extremely carefully constructed to not too see much 'indoors'..

And finally, using an older version of gensurf that does not support ZHLT's HINT brushes.

It is highly advised experiment heavily with test maps with sample architecture, using software mode, r_drawflat 1, and r_draworder 1 in order to see how vis works. Also, read the HINT brush tutorials described in the section on HINTs.
From here
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-23 17:50:58 UTC Post #68669
so if i left it, it would eventually complete it.... would this cause lag on the game? if so i will go through with that.. thankyou seventh.
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 01:59:19 UTC Post #68719
It might lag, depends on the map.

Have you used crazy shapes, carved lots, etc.?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-24 07:02:25 UTC Post #68748
yeah... lots of no-usable eye-candy vehicles and i went for high detail... i wanted it to look quite "real"
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 07:02:49 UTC Post #68749
its a very small map tho... (skybox the size of dust2_mini)
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 07:09:21 UTC Post #68750
Did you make them entities? If they're brush-based they'll shatter everything they touch.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-24 07:54:51 UTC Post #68762
Lifting the car 1 unit above the ground will work too.
Posted 20 years ago2004-10-24 09:02:00 UTC Post #68778
why not use models?

and did you say skybox?
Posted 20 years ago2004-10-24 09:03:55 UTC Post #68779
Oh. I shoulda noticed that.

KILL THE SKYBOX OR DITCH MAPPING
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-24 13:10:52 UTC Post #68855
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