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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: my compile time.
MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
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Level 6
Category: HL2 Mapping
Posted: Saturday, Jul. 16, 2005 03:53 pm
ok when i compiled my blood_factory for the last time, it took about 45 mins. and then i changed sum stuff and added fire as a start to version 2 and i was testing how toe sky looked and i am compiling and it has taken over 10 hours. wuts up with that?

oh and i put a hole in aa building but i dont think that will tak on that much time
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Saturday, Jul. 16, 2005 06:37 pm
First, if you haven't already done so, make any small brushes that do not help block vis Func_Detail. Also, you didn't use CSG Subtract to make that hole did you?

edited on Jul. 16, 2005 01:38 pm by robo_donut
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robo_donut
General Member
Since: Dec 23, 2004
Posts: 189
Last: Oct 23, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Saturday, Jul. 16, 2005 06:37 pm
robo_donut writes...
Quote:
First, if you haven't already done so, make any small brushes that do not help block vis Func_Detail. Also, you didn't use CSG Subtract to make that hole did you?


[2guns] The quote button is where the edit button should be!!!

edited on Jul. 16, 2005 01:38 pm by robo_donut
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: HL2 Mapping
Posted: Saturday, Jul. 16, 2005 07:30 pm
well in my bloody_factory (if u download it) i made all those windows out of that subtract thing where i make a brush and then hit a button and it cuts a hole the size of the brush. carving or sumthin like that. then now that i changed the sky and made that big hole and i took the brushes from a building, used that 'CSG subtract' to cut the brushes a little bit smaller so i can keep both halfs (altho i only did that on 2 bruishes) i now have a 15 hr + compile time, but all i did with that subtract thing on the hole was make it look like it was hit by a cannon or sumthin. i used regular cutting to make the basic size of the hole.
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
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Level 6
Category: HL2 Mapping
Posted: Sunday, Jul. 17, 2005 12:48 am
ok well i tried that clipper and my program crashes all the time, i get copies of the same brush so i have to click it, hit ESC and click agin, hit ESC and then click it agin once its all deselected and hit Delete. is that how confusing and annoying its supposed to be? cuz now that i got the hang of the clipper tool i am using it a lot and i save about every 10 min usually but its crashing so much i get paranoid and save after every cut.
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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
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Level 3
Category: HL2 Mapping
Posted: Sunday, Jul. 17, 2005 08:10 pm
MasterChief writes...
Quote:
ok well i tried that clipper and my program crashes all the time, i get copies of the same brush so i have to click it, hit ESC and click agin, hit ESC and then click it agin once its all deselected and hit Delete. is that how confusing and annoying its supposed to be? cuz now that i got the hang of the clipper tool i am using it a lot and i save about every 10 min usually but its crashing so much i get paranoid and save after every cut.


Samething happens to me on my other computer. The clipper tool has 3 modes. The first one will delete the left side the 2nd will delete the right side and the 3rd will keep both sides. The one that keeps both sides is the one that wont crash for me. Just keep clicking the clipper tool until the white line covers both sides of your brush. Then delete whatever side you dont want after you make the cut.

Dont ever use the carve tool!

Its pure evil. It will end up causing way more problems for you later down the road and ends up taking a lot more of your time than it would have if you just clipped everything. The way it cuts brushes up is usually really sloppy and thats why your compile time went way up.
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
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Level 6
Category: HL2 Mapping
Posted: Monday, Jul. 18, 2005 01:38 am
yea...but that thrid mode of the clipper tool sumtimes wont let me ungroup them or even let me delete one of them. but i think im all done with clipping. and i used that carve thing only for windows. but i noticed if i have my compile things set at normal, fast, fast (or wutever the default one is for the first one) i dont have to go thru the portal flow or wutever its called. btw wut is that anyways? its the longest part of the compile process and it seems to not do anything!! i set the 2 last ones at fast and i see no difference at all.

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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Monday, Jul. 18, 2005 02:14 am
To put a long story short...

Fast VIS compile only does 1 pass on your map as far as portalling. Since the portals are what makes your map run nice and smooth, doing a fast compile gives worse performance than a full VIS compile. Ive read that even a complex map should compile in under an hour and a half with full VIS if you make good use of func_detail and hint brushes. Optimizing really sucks but its something thats just gotta be done. [ohwell]

My map isnt even finished yet, but most of what is done is fully optimized and my compile time is still about 1 hour and 45 minutes.
[puke]
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: HL2 Mapping
Posted: Monday, Jul. 18, 2005 10:39 pm
so my buildings walls should all b func_detail?
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Eat_Lead
General Member
Since: Aug 24, 2004
Posts: 88
Last: Aug 31, 2005
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Tuesday, Jul. 19, 2005 12:28 am
Read through this thread. It explains func_detail pretty good.

http://www.hl2world.com/bbs/an-announcement-about-vvis-times-vt31475.html?highlight=leaks+explained
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