This is rediculus :(.

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My map currently contains 560 faces and takes 15 mins to compile...what is the problem here? :S It's just rediculus, one of my friends has a map that contains over 4000 faces and compiles in 5 mins. Mine has a few textures and a bunch of null textures on unseen faces. I don't know what the problem is, this is what my map looks like atm:

<a href="http://img13.imageshack.us/my.php?image=sp32050720050434119en.png" target="_blank"><img src="http://img13.imageshack.us/img13/8784/sp32050720050434119en.th.png" border="0" alt="Free Image Hosting at www.ImageShack.us" /></a>
 
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Have to double post, wouldn't let me fit the text in :S.

Code:
Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [      on ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [ precise ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]

brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (0.51 seconds)
SetModelCenters:
 (0.06 seconds)
CSGBrush:
 (1.60 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0%)
planes           2682/65535      53640/1310700  ( 4.1%)
vertexes            0/65535          0/786420   ( 0.0%)
nodes               0/32767          0/786408   ( 0.0%)
texinfos          456/32767      18240/1310680  ( 1.4%)
faces               0/65535          0/1310700  ( 0.0%)
clipnodes           0/32767          0/262136   ( 0.0%)
leaves              0/8192           0/229376   ( 0.0%)
marksurfaces        0/65535          0/131070   ( 0.0%)
surfedges           0/512000         0/2048000  ( 0.0%)
edges               0/256000         0/1024000  ( 0.0%)
texdata          [variable]          0/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]          0/524288   ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 71880 bytes ===

Texture usage is at 0.37 mb (of 4.00 mb MAX)
2.54 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlbsp -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\hlbsp.exe"-chart "C:\Program Files\Valve\Steam\SteamApps\neoboy\half-life\coldblood\maps\revamp_street_battle1"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Program Files\Valve\Steam\SteamApps\neoboy\half-life\coldblood\maps\revamp_street_battle1.prt'

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              3/400          192/25600    ( 0.8%)
planes           2682/65535      53640/1310700  ( 4.1%)
vertexes         2992/65535      35904/786420   ( 4.6%)
nodes             953/32767      22872/786408   ( 2.9%)
texinfos          456/32767      18240/1310680  ( 1.4%)
faces            2136/65535      42720/1310700  ( 3.3%)
clipnodes        2126/32767      17008/262136   ( 6.5%)
leaves            582/8192       16296/229376   ( 7.1%)
marksurfaces     2781/65535       5562/131070   ( 4.2%)
surfedges       10120/512000     40480/2048000  ( 2.0%)
edges            5421/256000     21684/1024000  ( 2.1%)
texdata          [variable]       1556/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]        640/524288   ( 0.1%)
10 textures referenced
=== Total BSP file data space used: 276794 bytes ===
4.25 seconds elapsed

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p13 (Feb  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlvis -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\hlvis.exe"-full -chart "C:\Program Files\Valve\Steam\SteamApps\neoboy\half-life\coldblood\maps\revamp_street_battle1"
 569 portalleafs
1876 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [      on ] [     off ]


BasePortalVis:
 (13.10 seconds)
LeafThread:
 (726.56 seconds)
average leafs visible: 230
g_visdatasize:35734  compressed from 40968

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              3/400          192/25600    ( 0.8%)
planes           2682/65535      53640/1310700  ( 4.1%)
vertexes         2992/65535      35904/786420   ( 4.6%)
nodes             953/32767      22872/786408   ( 2.9%)
texinfos          456/32767      18240/1310680  ( 1.4%)
faces            2136/65535      42720/1310700  ( 3.3%)
clipnodes        2126/32767      17008/262136   ( 6.5%)
leaves            582/8192       16296/229376   ( 7.1%)
marksurfaces     2781/65535       5562/131070   ( 4.2%)
surfedges       10120/512000     40480/2048000  ( 2.0%)
edges            5421/256000     21684/1024000  ( 2.1%)
texdata          [variable]       1556/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]      35734/2097152  ( 1.7%)
entdata          [variable]        640/524288   ( 0.1%)
10 textures referenced
=== Total BSP file data space used: 312528 bytes ===
740.39 seconds elapsed [12m 20s]

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p13 (Feb  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlrad -----

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[                on ] [               off ]
bounces              [                 2 ] [                 1 ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             1.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


2136 faces
Create Patches : 13722 base patches
0 opaque faces
133269 square feet [19190804.00 square inches]
1 direct lights

BuildFacelights:
 (84.51 seconds)
visibility matrix   :  11.2 megs
BuildVisLeafs:
 (296.44 seconds)
MakeScales:
 (276.69 seconds)
SwapTransfers:
 (199.81 seconds)
Transfer Lists :    27760120 :   27.76M transfers
       Indices :     3992980 :    3.81M bytes
          Data :   111040480 :  105.90M bytes
GatherLight:
 (42.04 seconds)
GatherLight:
 (21.77 seconds)
FinalLightFace:
 (6.25 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              3/400          192/25600    ( 0.8%)
planes           2682/65535      53640/1310700  ( 4.1%)
vertexes         2992/65535      35904/786420   ( 4.6%)
nodes             953/32767      22872/786408   ( 2.9%)
texinfos          456/32767      18240/1310680  ( 1.4%)
faces            2136/65535      42720/1310700  ( 3.3%)
clipnodes        2126/32767      17008/262136   ( 6.5%)
leaves            582/8192       16296/229376   ( 7.1%)
marksurfaces     2781/65535       5562/131070   ( 4.2%)
surfedges       10120/512000     40480/2048000  ( 2.0%)
edges            5421/256000     21684/1024000  ( 2.1%)
texdata          [variable]       1556/4194304  ( 0.0%)
lightdata        [variable]     495909/6291456  ( 7.9%)
visdata          [variable]      35734/2097152  ( 1.7%)
entdata          [variable]        640/524288   ( 0.1%)
10 textures referenced
=== Total BSP file data space used: 808437 bytes ===
931.25 seconds elapsed [15m 31s]
had to cut some of it out, there was too much text :p. Nothing important, just where the wads where.
 
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Hey dude =o. Could it possibly be your computer? (I doubt it.. but It might be >_<)
 
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Thats what I was thinking, but his isn't much faster then mine, I have a 1.1 ghz amd athlon. He has a 1.5 amd or so. I don't think my pc is the problem because I compiled that underground map I posted here a few weeks back in like 5 mins, it was fully textured and had 3 arenas on top of eachother. It had alot more detail then this map. Maybe I have some invalid brushing or something :S.
 
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its hlrad, which is lighting, that always takes awhile either complie without Rad Or Vis on should speed up, if your testing just your brush work just do one with direct light which vis, correct me if i'm wrong ;)
 
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Just take the env light entity out of the map untill you finish it. With out that entity your map should be done in a flash ;)

After map is finished and evrything is tested (if you test it) than put it in and compile 1 last time ^^
 
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Thamuz said:
its hlrad, which is lighting, that always takes awhile either complie without Rad Or Vis on should speed up, if your testing just your brush work just do one with direct light which vis, correct me if i'm wrong ;)
Don't take out compile tools, not even for test compiles.

Here's what i do to speed up compiles.

Apply null textures on every face you can not see, but that's not all. Set every null texture to a scale of 100. Not only will it speed up your compile, it will also boos the map's performance.
 
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for testcompiles, you dont need parameters like -extra on rad or -full vis
thats probably why it takes so much longer :p
 

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