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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: compiling time question ... morbidly curious!
PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Monday, Jul. 19, 2004 06:18 pm
I'm not sure how releaviant this is to the thread topic, but....

You said your using XP, and not sure if it hung...

I actually kill it, and all other processes that aren't needed, and use the RUN command from task manager... although I should kill task manager too for performance - but there are a few processes that are REQUIRED... So don't get too crazy...

But if you just keep the task manager open, and you can watch the usage of the CPU... as long as its chunking... your good...

[smokin]
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foyleman
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Since: Nov 7, 2001
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Category: SoFII Mapping
Posted: Monday, Jul. 19, 2004 06:22 pm
I don't know what that line is in the compile process. I do know that there are 3 main steps to compiling a map:

bsp- take the map format and convert it to a bsp format. nothing more than a rewrite

vis- calculate how the map is divided. Look at default division and all intersecting polygons (basically look for a point and divide it there). This also defines the nodes in the map. Then drop in the detail brushes.. no real calc there.

rad- calculate the light. not just how much from what source, but also the bouncing of light off of surrounding brushes.

Those last two can take a bit of time. You also see that detail brushes take less time in the process, but don't have any real benefit to the map other than pretty details.
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DiVeRSioN
General Member
Since: Jun 28, 2004
Posts: 15
Last: Aug 1, 2004
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Level 1
Category: SoFII Mapping
Posted: Monday, Jul. 19, 2004 06:24 pm
Cheers for advice but had done that already . slight number changes on the paging file and the available mem were the only thing stopping me from shutting it off at times I also had a cooling prog running for adjusting fan speeds but it doesnt do much unless temp rises to much so opening windows helped (though im on the fifth floor and its quite windy). i'm sure others will find this info useful anyway.
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MooseMan
General Member
Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
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Level 4
Category: SoFII Mapping
Posted: Monday, Jul. 19, 2004 08:48 pm
Wow, I got email saying there were replies to this thread, and I had totally forgotten about it LMAO!
WHat Div said is true tho, old posts DO contain a lot of wisdom and tips that are greatly helpful! The time sifting thru them all is often rewarded with great tips!

One lasst thing about compiling times, the phase 9 appears to be tied into the open air of the map. I shaved over 7 hours off of phase 9 in one map by simply angling the sky brushes inwards and downwards where there was a large area of open air not needed for gameplay. Since the sky brush is set to infinity, it does not need to be any great distance away from the playable area within the map.
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DiVeRSioN
General Member
Since: Jun 28, 2004
Posts: 15
Last: Aug 1, 2004
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Level 1
Category: SoFII Mapping
Posted: Tuesday, Jul. 20, 2004 08:11 am
Wow thanks for that last bit that could do me a massive favour after last time. only fancy doing one more compile if I can help it. My map is on a hill and tallest tower is on that hill so angling sky to shootable angles is great tip, cant thank you enough hope it shaves seven hours off mine 3 would be good at any point, have applied lots more tips ive read so will get back on next compile and what ive done.

Anyone who's interested the map is called Great wall of china and is dm tdm elim ctf was playtested today on smoking lounge 24/7 and seemed fine apart from to many shadowy area's and a lack of detail in some areas, not to worried about that (is my 2nd map) as the tactics and shooting angles were just as planned. so have added lights near weapons so there not missed and a bit more detail, now that i was sure my models were coming out solid and textured( makes u so happy when it all come together ,I'm hooked) right.
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Jul. 20, 2004 08:20 am
My map and it is not yet complet take 9:23 to compile
Take a look at my webpage for an idea ?

http://members.home.nl/r.grasman/

if you would
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MooseMan
General Member
Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
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Level 4
Category: SoFII Mapping
Posted: Tuesday, Jul. 20, 2004 12:44 pm
@Div, LOL it can become an addiction. When I get into a map I am working on, I tend to lose track of time and will disappear from the servers for weeks at a time.
Im anxious to hear how your compile times work out.
As for lighting, have you adjusted the ambient lighting at all? If you have areas that are too dark, you can adjust ambient setting to provide an overall light quality to map, but making it too high simply makes the map appear washed out. entity lights provide the best appearance, but at times, (esp in a map with a lot of open area) the ambient setting is the only way to functionally pull it off.

@ Grass: Thats a CoD map, hehe, I started trying to figure out mapping for CoD, then decided that I didnt enjoy the gameplay and quit. You might get better responses for a CoD map in the appropriate forums. It does look nice tho!
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Tuesday, Jul. 20, 2004 01:20 pm
you can also use

_minlight

I've found it to work very well for removing black areas, without effecting entier map

[smokin]
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Jul. 20, 2004 03:11 pm
@ Grass: Thats a CoD map, hehe, I started trying to figure out mapping for CoD, then decided that I didnt enjoy the gameplay and quit. You might get better responses for a CoD map in the appropriate forums. It does look nice tho!

Sorry I didn't see that it was for SofII :)
( need my new glasses as soon as possible )
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[CB]Comm
General Member
Since: Jun 24, 2004
Posts: 52
Last: Aug 8, 2005
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Jul. 20, 2004 04:41 pm
lmfao :) what are u compiling,

I use bsp meta then light faster


and I compile in 30min every map, unless I compile wrong :)
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