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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: How ong to compile your map
Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Tuesday, Jan. 20, 2009 11:45 pm
When you get to this point in the compile

0...1...2...3...4...5...6...7...8...9... (4)
17 average number of passages per leaf
113 MB required passage memory


and you see the MB required passage memory how big is yours and
how long is it taking to complete that part?

Im up to 35 mins right now
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Stev0
General Member
Since: Jul 14, 2004
Posts: 155
Last: Jul 14, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Tuesday, Jan. 20, 2009 11:54 pm
I speed up all my compiles by turning everything to detail and so then I can do a full compile on a map about a mile square in about 15 minutes.
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 12:32 am
How do you turn everything to detail?

Im at one hour now???
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Stev0
General Member
Since: Jul 14, 2004
Posts: 155
Last: Jul 14, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 12:35 am
Simple open radiant load map,press i to select everything and press shift-ctrl-D or top left (selection) and then look down near bottom for make detail.
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 12:45 am
did that and got a compile error?


File Handles:
----------------------
21837 files in iwd files
Loading map file C:\Program Files\Activision\Call of Duty - World at War\map_source\mp_TBDDBTEST.map
Backwards tree volume.
This usually means there are no structural brushes.
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Stev0
General Member
Since: Jul 14, 2004
Posts: 155
Last: Jul 14, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 02:36 am
simple you need to select the six outer sides to the skybox and change them back to structial so that it creates a sealed area.
Sorry forgot to mention that [idea]
Stev0
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 10:20 am
Stev0 writes...
Quote:
Simple open radiant load map,press i to select everything and press shift-ctrl-D or top left (selection) and then look down near bottom for make detail.


That will reduce the vis data size but is not the correct way to construct your map and will also render portals useless.

I would concider adding portal if you havnt already and also the time depends on your visdatasize not passage memory. When testing you do not need to compile VIS.

This is only needed for the final compile as it caluculates what each player can see and therefore saves the server from having to do it in realtime.
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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
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Level 6
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 02:07 pm
simple way to get it down to about 2mb passage memory..

open your map hide all the entities and lights etc. draw a box around ya map except for the skybox click select/select inside (i do this instead of pressing i cos pressing i selects the things you have hidden.) then once its all selected click the icon which says cycle layer.... then ur map will be all black n white squares.... press s to bring up the surface dialog then press lmap ... this will change the lightmap without altering your textures if you have stretched rotated or done anything with them it wont effect them but will sort the lightmap which is why you have 113mb passage memory

edited on Jan. 21, 2009 09:09 am by elim
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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
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Level 6
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 02:10 pm
p.s if ya cant fix it grab me on xfire i will fix it for ya elimfru is me xfire [wink]
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Wednesday, Jan. 21, 2009 05:20 pm
thanks guys I will give it a try.

and your right elim. I did stretch some walls just before the last render. I will change them as well to see if that helps.

A big thanks again guys... I dont know what I would do with out all your help.

[rocking]
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