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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: A few questions on compiling
DarthBrooks
General Member
Since: Nov 24, 2005
Posts: 76
Last: Jun 14, 2007
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Nov. 7, 2006 06:32 pm
I started final compile on my map sunday night. One of the first things I noticed was an error when I turned on -vis for the first time. I got the following errors.

14271 portal clusters
44251 num portals
43797 numfaces
leaf with too many portals

I'm not sure if this is the cause of the error, but the map I'm working on is an outdoor map withfew structures. Since distance portions are possibly visable from far across the map I didn't portal the map. It also features a large amount of bushes, trees and tall grasses.

I haven'y gotten this error before and I have test compiled it a number of times. I unchecked it and started the compile over.

In addition, since sunday has passed it looks as though progress on the compliling has slowed to a crawl. The first 25% was done in eight hours but at the latest it went from 49% to 51 % in six hours. It doesn't seem to be using a lot of the computer's processing power either. (check windows comes up with 2% of the processers power being used.

This is the first time I've done the full compile, with fast unchecked and extra checked. I'm not sure of how common my experiance is.

I'm use dto the map compiling (with fast checked, extra unchecked and modelshadows on) in 33 minutes.

When you uncheck fast on the compile, does that make it a background process, one that runs while you do other things?

What is the difference between checking Fast and not? The map looked good before and seemed to only missing really detail models shadows as opposed to the squarish shaped ones leaving "extra" unchecked does.
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Altheim
General Member
Since: Oct 13, 2005
Posts: 29
Last: Mar 15, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Nov. 10, 2006 04:36 pm
Those are really high numbers from what I have seen. I to am going through the same types of problems on my first map. What I did based on a post here was to divide the map into four sections with massive portal brushes. This went a long way towards bringing the totals down. Also look at your map and convert as much as possible into detail brushes. I did everything except skybox, portals, portaled buildings (exterior walls only), and models. If you have any imported prefabs go through and edit them for path nodes, grenade hints, and any other single player stuff. Then edit them for structural brushes and convert to detail and save them off as unique prefabs in your mapsource/prefabs folder. All of this made a huge difference in the data size that the compiler had to deal with. Hope this helps! Alt

edited on Nov. 10, 2006 11:38 am by Altheim
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