Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 02-24-2008, 03:15 AM   #1
Nuk3m
Banned
 
Join Date: Mar 2007
Location: New Jersey, USA!
Class/Position: Scout / Offense
Gametype: Capture the Flag
Affiliations: :e0: Founder
Posts Rated Helpful 0 Times
Send a message via AIM to Nuk3m
Compile times, insane.

No Leaks. Only Solids. No RRAD.

I still have ridiculous compile times, and im not even outside of doing one base. suggestions?
Nuk3m is offline   Reply With Quote


Old 02-24-2008, 03:37 AM   #2
-=Roland=-
 
-=Roland=-'s Avatar
 
Join Date: Apr 2007
Location: Hiram, GA
Posts Rated Helpful 0 Times
Start by reading here



If you figure all that out let me know, you can explain it all to me
-=Roland=- is offline   Reply With Quote


Old 02-24-2008, 04:49 PM   #3
Sidd
Lua Team
 
Join Date: Mar 2007
Posts Rated Helpful 1 Times
post a compile log, or bsp or vmf or something
need more info!
Sidd is offline   Reply With Quote


Old 02-25-2008, 12:40 PM   #4
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Usually Vis takes ages if you have not converted enough to func_detail. Usually 90% of my maps are func_detail only the map's boundries and parts essential to block visibility are not func_detail. Take a church like this for example:
http://www.michaeltyler.co.uk/upload...de2-795687.jpg

The pillars, stairs, candles and holders, wall detail etc all would be made func_detail in a map, of course its not a map its an example to illustrate the point...
own3r is offline   Reply With Quote


Old 02-25-2008, 02:38 PM   #5
Sh4x
Retired FF Staff
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
owner probably guessed right on the cause of your problem... let us know!
Sh4x is offline   Reply With Quote


Old 02-25-2008, 05:51 PM   #6
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
I think I got him sorted over AIM.
__________________
#FF.Pickup ยค Fortress-Forever pickups

My Non-official Maps
Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic
Beta FF_Myth - FF_Redlight_Greenlight

Sick of the people on the internet, always moanin'. They just moan.
- Karl Pilkington
squeek. is offline   Reply With Quote


Old 02-25-2008, 07:54 PM   #7
Nuk3m
Banned
 
Join Date: Mar 2007
Location: New Jersey, USA!
Class/Position: Scout / Offense
Gametype: Capture the Flag
Affiliations: :e0: Founder
Posts Rated Helpful 0 Times
Send a message via AIM to Nuk3m
yeah, it was the func details that killed the map, i didnt know about that :X

thanks guys!
Nuk3m is offline   Reply With Quote


Old 02-28-2008, 12:15 AM   #8
greenday5494
Holy shit, thats kerrigan!
D&A Member
 
greenday5494's Avatar
 
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy
Gametype: AvD
Affiliations: None
Posts Rated Helpful 1 Times
wait. you need func_details instead of world geotrmetry? ill do that. too bad they are counted as entites and not world so they cause leaks...
greenday5494 is offline   Reply With Quote


Old 03-04-2008, 05:58 PM   #9
trepid_jon
Ray Ray Johnson
Fortress Forever Staff
 
trepid_jon's Avatar
 
Join Date: Feb 2005
Location: Dallas, TX
Class/Position: D Civilian
Gametype: Rocket Jousting
Affiliations: EAFD
Posts Rated Helpful 78 Times
Send a message via ICQ to trepid_jon Send a message via AIM to trepid_jon
Yeah, you pretty much only want to have simple, flat brushwork as world/bsp brushes, so almost anything that's not flat should be an entity or displacement. In most cases, it should sorta end up like layers. You'd have the core bsp brushwork that might be a lot of nodraw, and then you might have the detail artwork on top of that bsp brushwork...most of the time.

cz2 is pretty much all func_details, props, or displacements with nodraw world brushes inside them, and cz2's vis compile only takes about a minute.

glview is your friend for seeing all this stuff.

Which reminds me, another great tip is surrounding your bsp brushwork with hint brushes so leaf splits don't stretch out too far. Basically, if you have walls with doorways and windows all made of world/bsp brushwork, those holes will break up vis leafs all the way out almost as far as possible. The more leaf splits, the longer compile times take...especially for bigger maps. So you gotta kinda encase those leaf splitting sections with hints. Hunted, for example...all its buildings are encased in hint brushes to kind of trap the splits caused by all the doors and windows. This is hard to explain without visuals (especially glview screenshots), so I don't know if what I'm saying is making any sense.
__________________
Support FF:
Trepid
steamcommunity.com/id/trepid_jon/
trepid_jon is offline   Reply With Quote


Old 03-04-2008, 06:30 PM   #10
greenday5494
Holy shit, thats kerrigan!
D&A Member
 
greenday5494's Avatar
 
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy
Gametype: AvD
Affiliations: None
Posts Rated Helpful 1 Times
if you don't mind, could i use CZ2 and Hunted as refrence? not taking anything from it at all, just looking at the techniques. i would like to see how you make vvis.exe compile quickly. i wont take ANYTHING from it, except the ideas/prinicples behind making vvis.exe go faster. oh, and is it only the compile time that's affected? i mean, does it make the map perform and look worse?
greenday5494 is offline   Reply With Quote


Old 03-04-2008, 07:04 PM   #11
trepid_jon
Ray Ray Johnson
Fortress Forever Staff
 
trepid_jon's Avatar
 
Join Date: Feb 2005
Location: Dallas, TX
Class/Position: D Civilian
Gametype: Rocket Jousting
Affiliations: EAFD
Posts Rated Helpful 78 Times
Send a message via ICQ to trepid_jon Send a message via AIM to trepid_jon
I'd actually like to put some source files in FF. Meant to get that done for 2.0, but forgot.

Basically, a source folder matching the main folder...

FortressForever\maps\ff_cz2.bsp
FortressForever\source\maps\ff_cz2.zip

FortressForever\materials\vgui\loadingscreens\ff_w aterpolo.vtf
FortressForever\source\materials\vgui\loadingscree ns\ff_waterpolo.psd

etc.

Oh, and as for performance vs visuals, it depends on how you do some things. For instance, lighting can get weird with func_details, so you sometimes have to do some things to work around that weird lighting...like break up the face a func_detail touches or lower the lightmap scale. If that makes sense...
__________________
Support FF:
Trepid
steamcommunity.com/id/trepid_jon/

Last edited by trepid_jon; 03-04-2008 at 07:11 PM.
trepid_jon is offline   Reply With Quote


Old 03-05-2008, 12:30 AM   #12
greenday5494
Holy shit, thats kerrigan!
D&A Member
 
greenday5494's Avatar
 
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy
Gametype: AvD
Affiliations: None
Posts Rated Helpful 1 Times
i mean, i can handle long compile times, i have a 5600+X2, 8800GT, it gets done pretty fast no matter what. if it doesnt affect the FINAL map, i dont really care :P.


oh, and if i increase the lightmap scale on regular world brushes, i would get less blocky looking stuff, similar to the BM:S screenshots?
greenday5494 is offline   Reply With Quote


Old 03-05-2008, 02:31 AM   #13
-=Roland=-
 
-=Roland=-'s Avatar
 
Join Date: Apr 2007
Location: Hiram, GA
Posts Rated Helpful 0 Times
I found another optimization tutorial. http://www.student.ru.nl/rvanhoorn/optimization.php

It's pretty good, I at least feel I picked up a few things from this. Check it out if you haven't already seen it.
-=Roland=- is offline   Reply With Quote


Old 03-05-2008, 11:11 AM   #14
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
Optimisation took me a little while to get to grips with. But it's well worth doing, saving yourself alot of time compiling when all you want to do is check the smallest of changes to your map!

These may help, this is my map that I have sitting doing nothing. You can see how much i've turned into func_detail and how I seal my map.. dunno if it's 100% right as i've taught myself everything I know but it's certainly not too far off. It only takes 1min 50sec for the full compile.

vis groups are amasingly helpful for finding leaks and determining what needs to be turned into func_detail. I raised the skybox just so i could sit inside it and show you the whole thing.

hope this helps... trepid should be able to say if I'm close or not I dont have faith in myself

Everything, world geometry, func_details and displacements


Just world geometry andv func_details


Just world geometry


Just func_details


In-game Ramp Area
In-game Front Base
In-game Overview
Elmo is offline   Reply With Quote


Old 03-05-2008, 03:01 PM   #15
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
um...why is it just sitting there? That's beautiful you should finish it!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 03-05-2008, 04:26 PM   #16
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
Cheers, I'm really happy with it, I want to beta test it but it doesnt want to load on the server.. dunno why but I haven't actually tried to fix it yet (it works fine hosting it myself and other people can join)

got loads of things I want help with, maybe i should put a post up with my map with the things i want help with and fixing.. been putting it off for months lol.

If u wanna see more detail for now, its here. An older version with less up2date textures.

anyway, on topic Optimisation = GOOD
Elmo is offline   Reply With Quote


Old 03-17-2008, 12:37 PM   #17
mixer
Interzone technican
 
Join Date: Sep 2007
Posts Rated Helpful 0 Times
im suffering from a compile-time-explosion as well now ... i started learning hammer a few days ago. I started doing basic-stuff and then, in the same file started the actual map. It all was fine until i added water. It just didnt look right, so i surrounded the map with large walls with the skybox-texture. The water still looked wrong. I then deleted the practise-stuff that was isolated in the other corner of the working-grid. After that the compile time jumped from 10sec to 15mins ... how long do your maps compile? the compiler here maxes out both cores on my x2-4400+ for >10mins when it works on the "Portal-Flow"
mixer is offline   Reply With Quote


Old 03-17-2008, 03:27 PM   #18
greenday5494
Holy shit, thats kerrigan!
D&A Member
 
greenday5494's Avatar
 
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy
Gametype: AvD
Affiliations: None
Posts Rated Helpful 1 Times
DO NOT SURROUND YOUR MAP WITH A BOX!!!!!!!!! IT MAKES VVIS CALCUCATE A BUNCH MORE CRAP AND IT DRAWS ALOT MORE STUFF YOU DONT EVEN SEE!!! compile times EXPLODE when you surround your map with a box! just fix the leaks by using your .lin files. press load pointfile. Tip: To quickly fine Leaks, compile without VVIS and VRAD so only VBSP, which checks leaks, runs. then, just click Load Pointfile, and if there isnt one there, you gots no leakz. VBSP takes less than 10 seconds
greenday5494 is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:55 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.