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Old 05-30-2008, 05:57 AM   #1
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Is there a faster way to compile?

Ok here is my conundrum:

For my map, a full compile with -fast vvis takes approx. 45 - 90 min (total).

Currently I am in hour (yes hour) 21 of a full compile w/out -fast vis and have changed nothing since the last compile.

Does anyone have any idea why it would be taking this long and / or is there an external program I could use to run a full compile that would be faster?
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Old 05-30-2008, 06:38 AM   #2
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Well its the same problem you always had... you need more RAM probably.
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Old 05-30-2008, 06:42 AM   #3
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lmao, I know that...but I don't really have time to get more and get this map out!

It's done, everything is finished, I just need to be able to run this freeking compile, pakrat the textures, and zip it up!
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Old 05-30-2008, 06:56 AM   #4
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Send the map to someone with a faster computer. Many mappers resort to that.
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Old 05-30-2008, 09:26 AM   #5
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lol yeah I'm thinking I'm going to have to!
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Old 05-30-2008, 05:19 PM   #6
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...so yeah it's been over 30hrs and still hasn't moved.

Anyone out there want to lend your superior computer to me for a few hours so I can compile this dam map? I will send you all the files, I just need help with the full compile.
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Old 05-30-2008, 05:25 PM   #7
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Have you considered optimizing the actual map? Remove sloped faces or make them func_detail etc? 30 hours sounds ridiculous even on a slow machine.
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Old 05-30-2008, 05:33 PM   #8
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send it to me satan i'll compile it.

would you like for me to check on things in it to optimize better as well?
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Old 05-30-2008, 07:41 PM   #9
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Quote:
Originally Posted by A1win
Have you considered optimizing the actual map? Remove sloped faces or make them func_detail etc? 30 hours sounds ridiculous even on a slow machine.
yeah I mean that is the issue...I have checked everything, converted it all to func_details, hint brushes where I can, etc...it was talking this long before (I had like 30 - 50 tiny leaks that were blocked by the skybox) so I cleaned that all up too, and ran a ton of fast compiles and it was fine...45 min most times. Then I finished everything up and tried to run the full compile and wham...time up to 30+, although honestly I don't really think it's that long, at about 5hrs it stopped at "BuildFacelights: 0...1...2...3...4...5...6.." and then never moved from there. So I'm thinking my computer crapped out at that point and just stopped trying (even though it pretended to)

Quote:
Originally Posted by GambiT
send it to me satan i'll compile it.

would you like for me to check on things in it to optimize better as well?
Cool, I'll get it all ready for ya and send it off.
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Old 05-30-2008, 10:04 PM   #10
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Since you are stuck on RAD, hint brushes, func_details and all that have absolutely no effect on the compile time. You need to decrease the number of sloped surfaces or the number of any surfaces, decrease the number of light sources or increase the lightmap scale on some faces to get faster compiles. There are lots of ways of optimizing a map for RAD.
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Old 05-30-2008, 10:06 PM   #11
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I would bet it's lightmap scaling. Fixing Pitfall's made compile time go from 3 hours to ~50 minutes.
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Old 05-31-2008, 02:04 AM   #12
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The best solution is to find a computer with a multi-core processor. Tiger would have taken more than a day to vis, or would have never finished on my computer, but was done in under 8 hours on my friends superior PC.

Not the most elegant solution but it can work.
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Old 05-31-2008, 02:09 AM   #13
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he sent it to me, i have a quad core 2.4, and 4 gb of ram...
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Old 05-31-2008, 02:18 AM   #14
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Should do
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Old 05-31-2008, 03:35 AM   #15
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Old 05-31-2008, 05:50 AM   #16
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lol you guys all rock! I really appreciate the help.

does anyone know of a nice place to read up about the lightmap scale? I read the valve wiki and did a quick search on google, but no really good tut's popped out. Also though, from what I read, that seems like it will make my lighting all messed up and fuck with the shadows on my map right? If that's the case, I'm not really super concerned about it if I can use someone else to compile...or even if I had an 8 hr compile b/c I did the lighting the way I did on purpose and I would hate to have to compromise that just for a faster compile.
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Old 05-31-2008, 03:29 PM   #17
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Lightmap scale is best left to default. Does the job fine unless you want some super sharp shadow definition in which case lower it down to 8,4 or 2. Will increase compile time though.
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Old 05-31-2008, 05:49 PM   #18
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I was just giving hints about how to decrease compile time, and increasing the lightmap scale is one option. It doesn't look that bad if you increase it in places where players rarely go like some huge cliffs etc.
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Old 05-31-2008, 07:23 PM   #19
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yeah the problem is that it's all places they go b/c it's a concmap, so they hit the ceilings and are concing up those cliffs.
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Old 05-31-2008, 10:56 PM   #20
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A lightmap is like a bitmap; it's made up of a grid of squares (luxels). The number you put in the face properties box defines the size in units of each luxel. Bigger luxels means less resolution. Smaller luxels will make vrad run longer because it has to subdivide each face, then it has to calculate light bounce data for each luxel. It also has an effect on file size and memory usage.

What I do is start with the default, then raise the size on large brushes, where it will be most effective. Roofs are a good place to start because they get pretty even lighting and the player doesn't look at them closely. On walls where the player will be up close, I usually leave it at 16. If it's a really large map you might bump the whole map up to 32 and work from there.

Then I compile and test the map, specifically looking at shadows. I make special note of where I see contrast between light and shadow. If they appear blurry, or "jaggy" (where a diagonal shadow looks like stair steps), I go back and lower those faces. I also look for faces that are evenly lit. Those faces can go higher, because a brush that is in full light, or full shadow doesn't need the extra resolution.

It's an extra step in the mapping process but it's helpful. You don't need to spend a great deal of time on it either.
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