• Make big maps compile faster and better (h4x!)
    158 replies, posted
I don't exacly know what this thing does, other than it does not shorten the compile time... [b]Edit:[/b] ...well, at least my compile time
Why call it a hack?
It's not that sort of hack. Most people think of cracks when they hear "hack"... It is just a modified BSP Compiler ;D edit: It's working very well to me, now i can make some really big maps, thank you ! :D
windows said "access is denied" after i used it like twice. what the hell
man this thing is fucking amazing: 0 seconds on BSP and VIS for a 30720x30720x30720 map. <3
My maps are always fullbright if i am using it :( Is that normal ?
[QUOTE=DrogenViech]My maps are always fullbright if i am using it :( Is that normal ?[/QUOTE] Well, I just tried it myself and there was no problem for me. Did you change the right option in Hammer? You don't change the VIS option, you change the BSP one. If that's not the case, post your compile log.
Okay, sorry, it was my fault. I forgot to set the light degrees on the light_environment :downs: Everything works fine now. You just made me fucking happy :D Now i can make my own build-map. :keke:
[b]Note:[/b] I just added a nice picture explanation for why this is bad for normal levels in the [url=http://forums.facepunchstudios.com/showthread.php?t=409671]main post[/url]. I suggest that you look at it if you haven't yet.
Awesome, we need more people like you. I wish Hammer itself was modable.
I've seen some confusion in this thread: VBSP makes visleaves, all VVIS does is determines which leaves can see other leaves and is only there for the sole purpose of optimization.
[QUOTE=demoguy08]Awesome, we need more people like you. I wish Hammer itself was modable.[/QUOTE] The 2003 beta leak. :eng101: [IMG]http://img523.imageshack.us/img523/37/worldcraftei6.gif[/IMG]
OH MY GOD. OH MY GOD. I'm freaking out. This is like a dream come true. [spoiler]A wet dream.[/spoiler] I'm gonna have to try this out. If this works how I hope it'll work... you are my god. EDIT: After the compile I pinched myself. I wasn't dreaming. You've... you've made me a very happy woman. :v: [spoiler]HAHA, FOOLED YOU, I'M A MAN, BABY.[/spoiler]
[QUOTE=Diaklu][B]Mirrors:[/B] [url]http://www.connacook.com/shadow/VBSP_Hacked.zip[/url] [url]http://www.shadowuk.banpunchstudios.com/VBSP_Hacked.zip[/url][/QUOTE] very unnecesary, everyone hates you conna.
[QUOTE=pcwizdan]very unnecesary, everyone hates you conna.[/QUOTE] who would not take free hosting? :v:
I more prefer Hint Brushes.
[QUOTE=ovi]I more prefer Hint Brushes.[/QUOTE] The leafs are cut every 1024 units no matter what you do.
[QUOTE=PelPix123]I deem that this shall be used in conjunction to episode 2's vrad, which cuts compile time for radiosity just about as much as this cuts compile time for vis. [url]http://files.filefront.com//;7983063;;/[/url] Dual core recommended. (I suggest you use this bat/command line. Kind of fucks up the sdk unless you rename it correctly.)[/QUOTE] Ooo... more details on this? I want to know what I'm getting into.
[QUOTE=PelPix123]I deem that this shall be used in conjunction to episode 2's vrad, which cuts compile time for radiosity just about as much as this cuts compile time for vis. [url]http://files.filefront.com//;7983063;;/[/url] Dual core recommended. (I suggest you use this bat/command line. Kind of fucks up the sdk unless you rename it correctly.)[/QUOTE] Heh, that works worse on my single core than the old compiler. Running HDR Final lighting on a 1024x1024 square takes 78 seconds with normal vrad but 90 seconds with that one. My CPU: Pentium 4 3.2GHz Prescott with HyperThreading disabled. I'm gonna back up my current copy of vrad before this version becomes official. :(
[QUOTE=DeathByNukes]Heh, that works worse on my single core than the old compiler. Running HDR Final lighting on a 1024x1024 square takes 78 seconds with normal vrad but 90 seconds with that one. My CPU: Pentium 4 3.2GHz Prescott with HyperThreading disabled. I'm gonna back up my current copy of vrad before this version becomes official. :([/QUOTE] Good idea. Oh, by the way, DeathByNukes, you looking for a fanboy? :v: Seriously though. Thank you so much for this small modification which will help me more than you can know. (Actually you might know, but it's still a lot.) It's already sped up my work greatly, and allowed me to make huge maps without fear. I hope you stay in the mapping community a long time, and I hope it takes you far. :)
[QUOTE=Omnimmotus]Good idea. Oh, by the way, DeathByNukes, you looking for a fanboy? :v: Seriously though. Thank you so much for this small modification which will help me more than you can know. (Actually you might know, but it's still a lot.) It's already sped up my work greatly, and allowed me to make huge maps without fear. I hope you stay in the mapping community a long time, and I hope it takes you far. :)[/QUOTE] Heh, I can definitely appreciate it too. [url=http://deathbynukes.xlphp.net/releases.html#Maps]FunZone_Final[/url] took almost 2 hours to compile VIS but its leaves weren't much more complicated than a box map. (Also, as for staying a long time, FunZone has to be a year old by now. :P)
[QUOTE=PelPix123]Durr :v: I recompiled the gm_ps_hugeflatconstruct in about four minutes with full hdr on a pentium D with hyperthreading, and then threw the map away afterwards :downs:[/QUOTE] 'Durr' what? Newer compilers shouldn't run slower than the old ones, right?
Sweet. Does it still listen to hint brushes? Because I can manually define where I want large cuts to be made. I'm having problems with vrad taking ages to do the visleaf thing it does, resulting in a crash due to running out of memory, will this solve that?
[QUOTE=PelPix123]Doesn't run slower for me, runs way faster. It requires hyperthreading. [b]Edit:[/b] More ram will solve that.[/QUOTE] I have two gigabytes already and plenty of virtual memory, that is not the issue, the compiler is simply unwilling to dedicate more memory to the task.
[QUOTE=chris0132]I have two gigabytes already and plenty of virtual memory, that is not the issue, the compiler is simply unwilling to dedicate more memory to the task.[/QUOTE] I know one thing you shouldn't do, is to force it into high priority mode.
I run my compilers in idle priority mode.
What compilers do you use?
[QUOTE=chris0132]I have two gigabytes already and plenty of virtual memory, that is not the issue, the compiler is simply unwilling to dedicate more memory to the task.[/QUOTE] The compile tools absolutely despise virtual memory and usually crater when forced to use it. If you need more available memory, close hammer and use a batch compiler, that will save you whatever hammer was sucking up (sometimes up to 800M.)
[QUOTE=Schijtzak]What compilers do you use?[/QUOTE] The valve ones. CST doesn't do a lot of things as well as the valve ones, and also doesn't support HDR. [QUOTE=GiGaBiTe]The compile tools absolutely despise virtual memory and usually crater when forced to use it. If you need more available memory, close hammer and use a batch compiler, that will save you whatever hammer was sucking up (sometimes up to 800M.)[/QUOTE] How incredibly stupid, virtual memory is ideal for something like compiling, as it doesn't need a good transfer rate. I could try that I suppose.
There are tutorials for compiling through a batch file, and it saves loads of time. I've done it with HL2 beta, and a large map compiles within a few seconds.
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