Compiling and still compiling Created 18 years ago2006-01-21 10:21:50 UTC by Sajo Sajo

Created 18 years ago2006-01-21 10:21:50 UTC by Sajo Sajo

Posted 18 years ago2006-01-21 10:21:50 UTC Post #158888
I started to compile map at 20:00 yesterday,and know its..uhm 15:20 today...its been so long,should I start to worry about it?Anyone got a suggestion?How long does it take your complicated map to compile?
Posted 18 years ago2006-01-21 10:27:22 UTC Post #158889
Depends on your PC specs. I'd say you'd probably done something nasty to your map to make it take that long, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-21 10:34:39 UTC Post #158891
I made a street which is covered with toxic-xen-slime,I tried it in fullbright first it took 1min to compile even in fullbright,then I added some lights and stuff...but never thought that it would take my day!If there could be a way to compile it manually...
Posted 18 years ago2006-01-21 12:40:11 UTC Post #158911
How big is this street?
Posted 18 years ago2006-01-21 15:51:00 UTC Post #158945
not much,its not a street which has a road,so its not so big.Its something like townsquare ,I made a mini boss stage in it...complicated entites+detailed slime=never becomed a bsp *it still compiles!Am I gonna wait for 2 days or something?
Posted 18 years ago2006-01-21 16:01:43 UTC Post #158947
Use VisGroups to organize your level. By systematically hiding groups of brushes and entities and then recompiling, you can determine what is slowing down the compile.

Don't forget to compile with visible objects only.
Posted 18 years ago2006-01-21 16:19:27 UTC Post #158952
hmm,thats clever.But I really dont remember if I ticked that feature in the compiling menu after uhm..25 hours..it still compiles...maybe its really stuck?But it cant be?I didnt even touched it.Can it be?
Posted 18 years ago2006-01-21 18:04:12 UTC Post #158957
Yes, it can get stuck. At least in the sense that you shouldn't be waiting 2 days to compile. I actually had a map take 3 days to compile, just for fun, but in the end, after I had fixed and optimized it, it took about 20 minutes. If it's still compiling, press Ctrl+Alt+Del, and End Task on the vis or rad .exe, then hide some stuff in your map, and compile again.

You might start by hiding everything that isn't needed to seal the level and work up from there.
Posted 18 years ago2006-01-22 13:32:48 UTC Post #159086
Its also good to compile in a DOS window (batch compiles) with "-estimate" command line switch. That was you can see what's taking so long. If it's stuck on VIS, some optimizing is due - if RAD is taking long, then i might just be the way it is.
Posted 18 years ago2006-01-22 17:44:17 UTC Post #159123
The compile finished 3 hours ago...but IT HAD A COPLANER TEXTURE ERROR!!!AAA!fixed and now restarting the compile!! :aghast: :confused: When I tested in fullbright it had nothing!Weird isnt it? :
Posted 18 years ago2006-01-22 20:11:52 UTC Post #159141
Well you probebly changed something before testing it. The coplaner face isn't a vis/rad error it's a csg error so it has no connection to running vis/rad or not running it.
Posted 18 years ago2006-01-25 13:45:36 UTC Post #159504
the compile had finally finished this morning!Here is the compile log! :D :D

** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf Life

** Executing...
** Command: Copy File
** Parameters: "D:Sacit Dos Ip2v3.map" "C:SIERRAHalf LifeSpiritmapsp2v3.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SIERRAHalf LifeSpiritmapsp2v3"

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:SIERRAHalf LifeSpiritmapsp2v3"
Entering C:SIERRAHalf LifeSpiritmapsp2v3.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

17 brushes (totalling 155 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.27 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.00 seconds)

Using Wadfile: sierrahalf lifevalvehalflife.wad
  • Contains 19 used textures, 27.94 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf lifevalvexeno.wad
  • Contains 7 used textures, 10.29 percent of map (264 textures in wad)
Using Wadfile: sierrahalf lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultblazurban 2.wad
  • Contains 2 used textures, 2.94 percent of map (236 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultsubmerged.wad
  • Contains 3 used textures, 4.41 percent of map (185 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultpoke646.wad
  • Contains 32 used textures, 47.06 percent of map (748 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultxenassault.wad
  • Warning: Larger than expected texture (348972 bytes): 'SACOPROFILE'
  • Contains 5 used textures, 7.35 percent of map (59 textures in wad)
Using Wadfile: sierrahalf lifexen_assaultdecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 28 additional animating textures.
Texture usage is at 2.38 mb (of 4.00 mb MAX)
3.55 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SIERRAHalf LifeSpiritmapsp2v3"

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:SIERRAHalf LifeSpiritmapsp2v3"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2112 (0.73 seconds)
BSP generation successful, writing portal file 'C:SIERRAHalf LifeSpiritmapsp2v3.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2032 (0.98 seconds)
SolidBSP [hull 2] 500...1000...1500...1833 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2223 (1.08 seconds)
5.58 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SIERRAHalf LifeSpiritmapsp2v3"

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "C:SIERRAHalf LifeSpiritmapsp2v3"
1239 portalleafs
4542 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.31 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (22655.25 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 385 and 359:
   (-1196.954 -1212.500 1969.000)
(-1205.020 -1194.755 1898.021)
(-1205.020 -1194.755 1862.115)
(-1195.538 -1215.615 1800.442)
(-1195.538 -1215.615 1968.539)
(-1195.591 -1215.500 1969.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 429 and 506:
   (-1102.740 -1464.160 1864.880)
(-1102.740 -1464.000 1864.873)
(-1099.004 -1464.000 1892.619)
(-1099.067 -1469.185 1892.516)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 677 and 691:
   (-882.000 -1861.433 1857.313)
(-882.000 -1920.303 1896.000)
(-881.861 -1924.000 1898.429)
(-857.013 -1924.000 1898.429)
(-864.488 -1861.433 1857.313)
average leafs visible: 454
g_visdatasize:119648 compressed from 192045
22662.75 seconds elapsed [6h 17m 42s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: -extra "C:SIERRAHalf LifeSpiritmapsp2v3"

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe -extra "C:SIERRAHalf LifeSpiritmapsp2v3"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

3943 faces
Create Patches : 10802 base patches
27 opaque faces
46824 square feet [6742706.50 square inches]
11 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.73 seconds)
visibility matrix : 7.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (43.94 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.13 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.27 seconds)
Transfer Lists : 8643522 : 8.64M transfers
Indices :     7340756 :    7.00M bytes
   Data :    34574088 :   32.97M bytes
Bounce 1 GatherLight:
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)

the weird thing is,the map doesnt seem to have any problems in-game.Not fullbright... :nuke:
Posted 18 years ago2006-01-25 19:40:13 UTC Post #159568
You might want to fix that direct light error. Sounds like you have a bunch of lights packed into a little area. Take out some of those lights.
Posted 18 years ago2006-01-25 20:08:58 UTC Post #159574
Leaf portals saw into leaf too. Sounds like some complex or oddly shaped/placed brushes to me. Candidates for func_walls?
And yeah, cut down on those light styles somewhat. No deletion necessary, just don't use too many differently behaving lights.
Posted 18 years ago2006-01-25 20:17:51 UTC Post #159578
when i compile and it takes longer than 5 - 30 minutes, depending on how big the map is i usualy shut it down and change the map, if it takes longer it doesn?t work... but that?s just my computer. It compiles fast.
Posted 18 years ago2006-01-27 16:37:07 UTC Post #159928
PAY ATTENTION! Compiling for hours on end will fry your processor!!! Running at 100% cpu usage for that long will ruin your processor! it has happened to me in the past, but luckily I had a warranty. Your map should not take that long unless your computer is 5 years old. Dont carve, dont intersect brushes, dont skybox, and try not to stretch textures. IM SERIOUS THIS THING HAPPENED TO ME AND I LOST MY PROCESSOR!
:) I only speak from experience :)
Posted 18 years ago2006-01-27 17:07:27 UTC Post #159930
wow what kind of processor was it?
Posted 18 years ago2006-01-27 17:32:39 UTC Post #159933
Xyos, that''s absolute nonsense. If your processor died, it's because it was either faulty or not well-cooled.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-27 17:47:37 UTC Post #159936
My prossesor is 6-7 years old and the compiling work just fine, maybe as good as on any other computer. Just remember you are compiling for a 6 years old game.
Posted 18 years ago2006-01-27 18:44:56 UTC Post #159950
Its not nonsense. I had it confirmed my my computers customer support. Perhaps it was faulty, but you have to admit that if you do run your CPU for days on end compiling using 100% of your CPU resources it could damage it, or overheat. That is how overheating occurs...becides faulty heat-sinks, and fans........
Posted 18 years ago2006-01-27 18:50:49 UTC Post #159952
Compiling shouldn't take days or even hours. My compo entery took 4 hours to compile because of that area where you climb the cliff, it had thousand of leaf saw into portal, you can see it when you try to climb it, I only managed three times. If you map correctly and evoid over detailed and complicated areas like the one I mentioned then it should take a maximum of 1-5 hours.
Posted 18 years ago2006-01-27 19:38:30 UTC Post #159957
Xyos, processors should be capable of running under great stress without problems. They're rated to work as heavily as they can for many years. If they fail to, they're defective.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-27 20:32:08 UTC Post #159969
Compiling shouldn?t take hours anyhow...
Posted 18 years ago2006-01-28 00:14:37 UTC Post #159980
Everyone is saying "compiling shouldn't take hours".

If my compile doesn't take 24 hours, I know I've left something out! ;-)

(Well, okay, I've only had a couple of maps take that long, and that was a combination of lots of angled surfaces, and lots of large-area light-emitting textures...)

So really, it depends how detailed the map is. My latest, which is excessively complicated and pushing at the compile limits in numerous places - but doesn't have many pools of glowing slime - takes about four hours. That seems to be about 2.5 hours VIS, and 1.5 hours RAD (the CSG and BSP between them take perhaps 5 minutes, if that...)
Posted 18 years ago2006-01-28 07:25:45 UTC Post #160062
My map The Playtest took about 20 minutes. Medium sized and not too complex.

Sector Gamma, which I once was working, on took little above an hour in it's last stage. Not complex either, but quite large with it's open spaces.

The map Cathedral, that I once did for a Rust compo, took little less than 30 minutes. Fairly small, but quite complex for it's size. Func_walling helped a lot here.

Mudanchee, the HL version, took hours and hours on the other side, but there I was trying things that the HL engine wasn't really built for in the first place: excessive use of triangle terrain (VIS headache, so I turned them into multiple entities, to cut down on face splitting and VIS complexity. That would hurt performance at some point again, through the sheer amount of entities. Gotta love displacements).

All in all, I think it's almost always (or just often) possible to keep the VIS process short, by using entities in such ways to keep it simple. The RAD process, however, is much harder to maintain, as it just grows when your map grows. Especially when using Opaque and other ZHLT-specific settings RAD times are quite large.
Posted 18 years ago2006-01-28 07:52:10 UTC Post #160067
Saco, just curious, what are your computer specs?

You can also try cordon compiles for small areas of your map. This way if a very small area takes a really long time, you know there's a really big problem there :)

I hate waiting for compiles, and would never wait for days or even hours. The only time i've even heard of such a thing was reading old accounts of compiling, back when our computers were much shittier. Even then... :

Oooh that "too many light styles on a face" error is oh so annoying too! If you use only/mostly textlights, you shouldn't run into this error. As I'm sure you've heard 100 times before, only use point lighting where you need dynamic effects.
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