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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: compile time?
[DaDs]roglsa
General Member
Since: Jun 22, 2005
Posts: 105
Last: Nov 17, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:02 pm
been doing now almost 18 hours and it seems like its stuck. it gave me visdatasize which is 521000. then 1-9 with 12 on end. then 5 avg passess per leaf then 28 mb required passage memory. then 1-9 with 24 on end. then 1 more set 1-9 and sits there. has not moved in hours. is this normal or has it stopped working and im staring at nothing and wasting my time.
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:17 pm
do you have a high cluster count I know that slows things down.
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[DaDs]roglsa
General Member
Since: Jun 22, 2005
Posts: 105
Last: Nov 17, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:33 pm
heres the log:


Entity 0, Brush 856: mixed face contents
Entity 0, Brush 857: mixed face contents
Entity 0, Brush 858: mixed face contents
Entity 0, Brush 901: mixed face contents
Entity 0, Brush 916: mixed face contents
Entity 0, Brush 917: mixed face contents
Entity 0, Brush 918: mixed face contents
Entity 0, Brush 919: mixed face contents
Entity 0, Brush 920: mixed face contents
Entity 0, Brush 921: mixed face contents
Entity 0, Brush 922: mixed face contents
Entity 0, Brush 923: mixed face contents
Entity 0, Brush 994: mixed face contents
Entity 0, Brush 1007: mixed face contents
Entity 0, Brush 1008: mixed face contents
Entity 0, Brush 1010: mixed face contents
Entity 0, Brush 1037: mixed face contents
Entity 0, Brush 1038: mixed face contents
Entity 0, Brush 1039: mixed face contents
Entity 0, Brush 1040: mixed face contents
Entity 0, Brush 1041: mixed face contents
Entity 0, Brush 1042: mixed face contents
Entity 0, Brush 1043: mixed face contents
Entity 0, Brush 1044: mixed face contents
Entity 0, Brush 1073: mixed face contents
Entity 0, Brush 1079: mixed face contents
Entity 0, Brush 1148: mixed face contents
Entity 0, Brush 1183: mixed face contents
Entity 0, Brush 1184: mixed face contents
Entity 0, Brush 1306: mixed face contents
Entity 0, Brush 1307: mixed face contents
Entity 0, Brush 1383: mixed face contents
Entity 0, Brush 1439: mixed face contents
Entity 0, Brush 1440: mixed face contents
Entity 0, Brush 1441: mixed face contents
WARNING: Couldn't find image for shader textures/sky/mp_brecourt
Entity 0, Brush 1612: mixed face contents
Entity 0, Brush 1995: mixed face contents
Entity 0, Brush 2380: mixed face contents
Entity 0, Brush 2381: mixed face contents
Entity 0, Brush 2510: mixed face contents
Entity 0, Brush 2556: mixed face contents
Entity 0, Brush 2562: mixed face contents
Entity 0, Brush 2572: mixed face contents
Entity 0, Brush 2574: mixed face contents
Entity 0, Brush 2589: mixed face contents
Entity 0, Brush 2626: mixed face contents
Entity 0, Brush 2627: mixed face contents
Entity 0, Brush 2628: mixed face contents
Entity 0, Brush 2629: mixed face contents
Entity 0, Brush 2630: mixed face contents
Entity 0, Brush 2666: mixed face contents
Entity 0, Brush 2709: mixed face contents
Entity 0, Brush 2873: mixed face contents
Entity 0, Brush 2984: mixed face contents
Entity 0, Brush 3029: mixed face contents
Entity 0, Brush 3030: mixed face contents
Entity 0, Brush 3031: mixed face contents
Entity 0, Brush 3032: mixed face contents
Entity 0, Brush 3033: mixed face contents
Entity 0, Brush 3182: mixed face contents
Entity 0, Brush 3880: mixed face contents
Entity 0, Brush 3881: mixed face contents
Entity 0, Brush 3882: mixed face contents
Entity 0, Brush 3883: mixed face contents
Entity 0, Brush 3884: mixed face contents
Entity 0, Brush 3885: mixed face contents
Entity 0, Brush 3886: mixed face contents
Entity 0, Brush 3887: mixed face contents
Entity 0, Brush 3888: mixed face contents
Entity 0, Brush 3889: mixed face contents
Entity 0, Brush 3890: mixed face contents
Entity 0, Brush 3891: mixed face contents
Entity 0, Brush 3892: mixed face contents
Entity 0, Brush 3893: mixed face contents
Entity 0, Brush 3894: mixed face contents
Entity 0, Brush 3895: mixed face contents
Entity 0, Brush 3896: mixed face contents
Entity 0, Brush 3897: mixed face contents
Entity 0, Brush 4145: mixed face contents
Entity 0, Brush 4164: mixed face contents
Entity 0, Brush 4165: mixed face contents
Entity 0, Brush 4169: mixed face contents
Entity 0, Brush 4428: mixed face contents
Entity 0, Brush 4429: mixed face contents
Entity 0, Brush 4482: mixed face contents
Entity 0, Brush 4483: mixed face contents
Entity 0, Brush 4484: mixed face contents
Entity 0, Brush 4485: mixed face contents
Entity 0, Brush 4486: mixed face contents
Entity 0, Brush 4487: mixed face contents
Entity 0, Brush 4489: mixed face contents
Entity 0, Brush 4490: mixed face contents
Entity 0, Brush 4491: mixed face contents
Entity 0, Brush 4492: mixed face contents
Entity 0, Brush 4493: mixed face contents
Entity 0, Brush 4494: mixed face contents
Entity 0, Brush 4546: mixed face contents
Entity 0, Brush 4589: mixed face contents
Entity 0, Brush 4592: mixed face contents
Entity 0, Brush 4662: mixed face contents
Entity 0, Brush 4663: mixed face contents
Entity 0, Brush 4664: mixed face contents
Entity 0, Brush 4665: mixed face contents
Entity 0, Brush 4666: mixed face contents
Entity 0, Brush 4667: mixed face contents
Entity 0, Brush 4686: mixed face contents
Entity 0, Brush 4689: mixed face contents
Entity 0, Brush 4803: mixed face contents
Entity 0, Brush 4804: mixed face contents
Entity 0, Brush 4866: mixed face contents
Entity 0, Brush 4869: mixed face contents
Entity 0, Brush 4870: mixed face contents
Entity 0, Brush 4872: mixed face contents
Entity 0, Brush 4873: mixed face contents
Entity 0, Brush 4874: mixed face contents
Entity 0, Brush 4879: mixed face contents
Entity 0, Brush 4880: mixed face contents
Entity 0, Brush 4881: mixed face contents
Entity 0, Brush 4882: mixed face contents
Entity 0, Brush 4883: mixed face contents
Entity 0, Brush 4884: mixed face contents
Entity 0, Brush 4885: mixed face contents
Entity 0, Brush 4886: mixed face contents
Entity 0, Brush 4917: mixed face contents
Entity 0, Brush 4918: mixed face contents
Entity 0, Brush 4919: mixed face contents
Entity 0, Brush 4963: mixed face contents
Entity 0, Brush 4986: mixed face contents
Entity 0, Brush 5009: mixed face contents
Entity 0, Brush 5038: mixed face contents
Entity 0, Brush 5039: mixed face contents
Entity 0, Brush 5040: mixed face contents
Entity 0, Brush 5050: mixed face contents
Entity 0, Brush 5052: mixed face contents
Entity 72, Brush 0: mixed face contents
Entity 72, Brush 1: mixed face contents
Entity 72, Brush 2: mixed face contents
Entity 75, Brush 0: mixed face contents
Entity 75, Brush 1: mixed face contents
Entity 75, Brush 2: mixed face contents
Entity 187, Brush 1: mixed face contents
Entity 188, Brush 1: mixed face contents
Entity 241, Brush 0: mixed face contents
Entity 241, Brush 1: mixed face contents
Entity 241, Brush 2: mixed face contents
Entity 244, Brush 0: mixed face contents
Entity 244, Brush 1: mixed face contents
Entity 244, Brush 2: mixed face contents
Entity 528, Brush 1: mixed face contents
WARNING: Couldn't find image for shader textures/common/clip_nosight_rock
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
7101 total world brushes
7379 detail brushes
990 patches
9402 boxbevels
8837 edgebevels
1546 entities
41888 planes
0 areaportals
size: -2128,-3880,-1512 to 10056, 5056, 6088
############### model 0 ###############
----- PatchMapDrawSurfs -----
452 patches
292 patch LOD groups
--- FaceBSP ---
12630 faces
6078 leafs
----- MakeTreePortals -----
165 tiny portals
----- FilterStructuralBrushesIntoTree -----
2111 structural brushes
4709 cluster references
--- FloodEntities ---
2251 flooded leafs
--- FillOutside ---
3427 solid leafs
400 leafs filled
2251 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
6123 faces
3666 leafs
----- MakeTreePortals -----
238 tiny portals
----- FilterStructuralBrushesIntoTree -----
2111 structural brushes
5260 cluster references
----- Building Portals and Cells -----
116 unique cells
--- NumberClusters ---
2035 visclusters
4638 visportals
7196 solidfaces
--- WritePortalFile ---
writing C:\Program Files\Call of Duty\uo\maps\mp\TheDaDsArmy.prt
--- FloodAreas ---
9 areas
----- FilterDetailBrushesIntoTree -----
4990 detail brushes
7963 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
16418 axial edge lines
3568 non-axial edge lines
0 degenerate edges
19986 edge lines of 131072
11914 verts added for tjunctions
73377 total verts
12669 naturally ordered
2369 rotated orders
316 can't order
--- AllocateLightmaps ---
197 unique shaders
304 actual shaders
1189582 exact lightmap texels
1310720 block lightmap texels
97.46% lightmap efficiency
finding triangle windings...
merging into concave windings...
added 1581 points for thin polygons (0.7% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
1 self-tjunctions fixed
221 degenerate tris removed
simplifying triangles...
1407 tris simplified away (1.4%)
emitting triangles...
6113 vertices couldn't be merged because the textures point different ways
----- FilterCollisionSurfsIntoTree -----
--- EndModel ---
Writing C:\Program Files\Call of Duty\uo\maps\mp\TheDaDsArmy.bsp
273 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .

C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -vis -v -game uo "C:\Program Files\Call of Duty\uo\maps\mp\TheDaDsArm
y"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
verbose = true
1 threads
qdir: C:\Program Files\Call of Duty\
gamedir: C:/Program Files/Call of Duty/uo/
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Program Files/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Call of Duty/\uo\map.pk3 (72 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
51632 files in pk3 files
reading C:\Program Files\Call of Duty\uo\maps\mp\TheDaDsArmy.bsp
reading C:\Program Files\Call of Duty\uo\maps\mp\TheDaDsArmy.prt
2035 portalclusters
4638 numportals
7196 numfaces
9276 active portals
1110 hint portals
visdatasize:520968
0...1...2...3...4...5...6...7...8...9... (12)
5 average number of passages per leaf
28 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (24)
0...1...2...3...4...5...6...7...8...9...
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:33 pm
Press "Ctrl-Alt-Del" and go to "processes"..check the CPU usage of q3map. If it's high it means q3map is still running. If it's low (00 or 01) it probably means your compiler has crashed.
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[DaDs]roglsa
General Member
Since: Jun 22, 2005
Posts: 105
Last: Nov 17, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:36 pm
q3map.exe is cpu =98 and memory usuage runs between 30000k to 94000k. now cmd.exe is 0 for both
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Slime0
General Member
Since: Aug 25, 2005
Posts: 63
Last: Apr 23, 2006
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:54 pm
Vis tends to be slowest at just the part it's at right now. If I were you I'd continue to wait, but it may be a long time before it finishes.

In the future, maybe you can improve the vis times by making better use of detail brushes.
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[DaDs]roglsa
General Member
Since: Jun 22, 2005
Posts: 105
Last: Nov 17, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 08:59 pm
everything is detail except walls floors ceilings. terrain patches are considered detail right? everything else i made detail as much as i could.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 09:05 pm
Some maps take days to compile. If your map is nearly finished it's probably normal for it to take so long.

If you're only compiling your map to test it on your own computer, try running the vis stage with the -fast option (q3map -vis -fast). That only uses the first pass (the first 1..9) and so takes alot less time.

edited on Oct. 23, 2005 04:06 pm by The_Caretaker
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[DaDs]roglsa
General Member
Since: Jun 22, 2005
Posts: 105
Last: Nov 17, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 09:11 pm
no this final compile lol
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoDUO Mapping
Posted: Sunday, Oct. 23, 2005 09:11 pm
Hi dads, 116 unique cells !!!!! this is prolly a big map no?

have you been doing a lot of portalling?

Visdata is very high. I am no expert on this but I would guess your map is just too big


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