compiling problems Created 20 years ago2003-10-03 19:46:34 UTC by VOX VOX

Created 20 years ago2003-10-03 19:46:34 UTC by VOX VOX

Posted 20 years ago2003-10-03 19:46:34 UTC Post #2115
I have a small (in size) map that I am trying to make into a 1 on 1 deathmatch for half-life. I used GenSurf to make the general ground and added buildings etc. So I compile it and it get's stuck on leaf thread. Now this happens often, so I go and watch the Simpsons, and then King of the Hill, plus make a sandwhich. All in all about 1 hour and 30 mins. I come back and it's STILL on leaf thread! So now i'm kind of mad that the compile tools (ZHLT) can't compile a smal, high brush map. Is there some way I can fix this problem so that it dosn't take 3 days to compile?

I am going to put the map in the "problem maps" section. Maybe u can help me.
Posted 20 years ago2003-10-03 19:50:01 UTC Post #2117
What's the name of your map?
Posted 20 years ago2003-10-04 00:27:16 UTC Post #2123
Sorry, too busy trying to compile your map... :)

Seriously though, if you use Gensurf19 or nemisis then be ready for a long wait. 1 hour isn't all that long, and it's not the fault of the compile tools. It is the fault of the map. The map you uploaded has hundreds of grouped brushes that have opposing faces and angles. The tools have to break this down into faces and leafs so that it can get an idea of what is there, then it needs to build a light map....
If this was not such a complex brush map, then it would take about 5 seconds to compile... But with so many bruses with different faces.. Oh well.

Have you tried generating the terrain yourself?
Posted 20 years ago2003-10-04 15:45:51 UTC Post #2171
Once, but the vertices got all screwed up and i had a whole bunch of errors. Is there some way I can take down the number of faces and brushes? :confused:
Posted 20 years ago2003-10-04 17:38:17 UTC Post #2176
what i do is turn the complex brushes into func_walls and place solid brushes right behind the detailed func_wall.. this reduses the vis compile time, also make sure to streach the textures on hight poly brushes - this helps r_speeds - not too mush about 1.25 is enough..
another advantage of using func_walls for this is that if youre really L33t, you can use func_wall_toggles and some nifty triggering to create a really advanced "dynamic" vis engine :D

i really should be explaining all of that and giving example maps but i'm just too darn lazy! :
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