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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!
MooseMan
General Member
Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
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Level 4
Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 02:09 am
For the 1st time ever, one of my maps is taking longer than 30 minutes to compile. The passage portal flow has been stuck on ..9.. for about 30 minutes already. I hesitate to stop it, since I have already waited for over an hour to get to the point I am at now. Figured I would post here to see if this sounds reasonable ... or if I might have somehow encountered a glitch!
I am certain this cannot be accurately diagnosed here, but I figured I would post and see what others had to say.
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foyleman
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Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 02:18 am
bah... 30 minutes

I once compile a very complicated map for SOF 1 and it took 6.5 days

the more brushes and complicated lighting scenarios that you create, the longer the compile time will last.

I would say that an hour or two is nothing to be concerned with. With SOFII, I would only be concerned with maps that take longer than 8 hours to compile.
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MooseMan
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Since: Jul 10, 2003
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Last: Sep 9, 2004
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Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 02:19 am
OMG Im gonna cry!
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MooseMan
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Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
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Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 06:26 am
it took 3.5 hours to compile! I had just about given up on it! LOL
Damn frame rate dropped bad after adding the jets though. Have to figure out how to adjust for that.
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gynec
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Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
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Level 6
Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 08:06 am
@ foyleman
for complicated maps you must make detail brushes and caulk everything. dont forget to adjust lights with an overstated radius [wink]

no seriously, i got the compile time down from several days to hours with this.
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
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Level 6
Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 10:06 am
I agree with gynec.

Make things in the inside of a room detail, but not walls unless you have another wall directly behind it as you’re frame rate could drop like a rock, (from personal experience). Also any things like boxes and any small walls used for decoration, providing they don’t make up the outer hull of the map.

Also use the caulk texture on all faces of a brush that the player will never see (don’t use caulk_noblock like I did as the player will fall through the floor and walk through walls, also don’t use caulk on the roof of you’re sky as this will block nades from re-entering the map.

Using this method I got my compile time down from 7 hours to less than 15 min.

Hope some of this makes sense as I have just woke up.
[tired]
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foyleman
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Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 12:05 pm
I know that would have helped, but detail brushes in SOF1 didn't have the same look as world brushes like they do now. So I made what I could into detail brushes and decided to live with the compile time. I only had to compile it 3 times before I was happy with the final. Plus there are several tricks to lower your testing compile times that I used. I could compile the tests in about an hour.

The point is, don't worry if your map takes a few hours to compile. There's alot of calculating going on and that takes time. You only need to take action when it get out-of-hand... like 8 hours is out-of-hand.
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MooseMan
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Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
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Category: SoFII Mapping
Posted: Saturday, Sep. 6, 2003 02:13 pm
I appreciate the input and thoughts guys! I think it was just very strange for me to see it sit there on the 9th stage of the passageportal for so long. But like the teapot, it did eventually boil.
Caulking and detail brushes were used. The compile time was around 15 minutes before the addition of the jets. They somehow added over 3 hours to it. LMAO, and then the FPS dropped like a rock. BAH
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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 06:04 pm
I cant complain about the general speed of most of the compile (really fast until the mentioned linecomes up) but I'm caught on the same line as Mooseman

Passageportalflow, when I fell asleep it was on 4 , woke up halfway though night it was on 7. 8 when i woke up next day. 6hours later when i was going crazy looking for evidence of a freeze (Im used to win98, xp is new to me) it changed to nine, and has been on nine for 6hours as i write this. I hope the rest doesnt take days as foylemans did. but could anyone explain exactly what it is calculating on this line?

My best guess is the extent of possible straight lines for light/vision/projectiles as my map is extremely guilty of that
and thats what other posts seem to hint towards but I thought this the most apprpriate post to phrase my question.

this is only my second map but have put lots of time into reading this forum as much as the tuts (In what format should tuts be forwarded to this site?) and thanks to all the peeps who asked their questions long before me. Just checked it and its moving on ok phew
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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 06:15 pm
Would just like to add it took five minutes after that line was done and about 15 minutes before it came up

Total compile time was = 17 hours 15 minutes

to anyone else new to this forum I cant stress how useful it is to just read this forum (ecspecially threads with high replies no matter how old) even if you read one with same sounding subject it is amazing how many useful tidbits are hidden throughout this site that should be in the tuts (much should be in the manual from the sdk or radient{still the quake3 edition}) but hey we use the information we can find wherever we can find it.
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