• Make big maps compile faster and better (h4x!)
    158 replies, posted
Yep, I have no problems with this. It cuts compiled time with few minutes, but is still useful, since BuildVisLeafs doesn't take so long for now. I am working on a very detailed Pirate Ship, and it has alot of complex geometry on it's trunk.
[QUOTE=Stene]I am working on a very detailed Pirate Ship, and it has alot of complex geometry on it's trunk.[/QUOTE] Sounds good. I recently finished my VMF pirate ship. And that was cool. I hope yours turns out good. Also, about VMPI only helping with the memory sharing, that is all I nneed it to do, because my map won't compile because I aparently need 2 times the RAM. I also have a quick question, what decreases compile time, large or small lightmap scales.
I'm using this for an empires map I'm making. It's actually bloody useful.
[QUOTE=HiddenMyst][...] I also have a quick question, what decreases compile time, large or small lightmap scales.[/QUOTE] Larger. For larger scales there is less lighting resolution and the edges of shadows look blockier. You can visualize the scale in Hammer: [IMG]http://img511.imageshack.us/img511/6747/lightmapsyb2.gif[/IMG] Very handy when going around a map to optimize.
Yep, and you should put lightmap scales like 64 to roofs, since people don't be on them alot.
I'll make a map with a couple of connect rooms, with some displacements, arches, props, and a few spheres, and see how the times differ. But really, they would not differ to much, because the arches and sphere's would be detail props, and not taken into account when making vis leafs. But, perhaps it will be much better.
[QUOTE=Malcom347]I'll make a map with a couple of connect rooms, with some displacements, arches, props, and a few spheres, and see how the times differ. But really, they would not differ to much, because the arches and sphere's would be detail props, and not taken into account when making vis leafs. But, perhaps it will be much better.[/QUOTE] It might throw a BSP error though.
Thanks, this is just what I needed, no more night time compiles!
Great make my map compiling alot faster :D :)
oh my god this is awesome
Compiling without this compiler took me 15 hours. But with the tool it now takes me about 2 hours. Great Work
Wow, this is just epic, nothing less. Thanks so much for it man :) Edit: oh shit.. i just bumped a very old thread.. i'm sorry :'(
Don't worry mate, more people need to be aware of this. :3:
Can someone please explain to me in idiot terms what vis leafs are?
This is my understanding of visleafs correct me if this is bollocks. Vis leafs are "boxes" of an area and if you can see the box you will render what if inside of the box. This is what VVIS is doing, Making visleafs.
As far as I know, bumping isn't against rules. But pointless bumps as posting a plain "lol" gets you banned. And this will come handy.
[QUOTE=benjojo;19935977]This is my understanding of visleafs correct me if this is bollocks. Vis leafs are "boxes" of an area and if you can see the box you will render what if inside of the box. This is what VVIS is doing, Making visleafs.[/QUOTE] That's a very basic roundabout way of putting it Also VBsp makes visleafs, VVis decides which ones can see each other and thus which ones should be rendered when stood in any particular visleaf.
I tried using this but ever ytime i tried to compile with either 2 4 8 16 it gave me a Access denied in the beginning of compile
Anyone got a link or mirror for this file?
[QUOTE=Xhizors;20155665]Anyone got a link or mirror for this file?[/QUOTE] Doesn't visclusters do the same thing for the ep2 engine?
[QUOTE=kp3;20157128]Doesn't visclusters do the same thing for the ep2 engine?[/QUOTE] Far from it. func_viscluster simply tells vvis all clusters contained within it's volume can see each other and thus no calculations should be done, relating to them. This removes the default cuts made by vbsp at 1024 unit intervals.
[img]http://img24.imageshack.us/img24/1839/hax1.jpg[/img] Kewl [highlight](User was banned for this post ("Image Macro" - Terrenteller))[/highlight]
Could someone provide a new download link? I've tried all of them, and they don't seem to work.
Would this be good for a map like I am making, which is buildings, but large opens spaces at parts?
-I'd just get banned for helping, snip-
I need it because I am making a HL2 style coastal map. The compile takes forever, because of the large open spaces. I am not very good with hint and areaportal optimization, so I don't really know how to optimize a large open area. Thus, I need this tool.
[QUOTE=Chili Banan;20312674]I need it because I am making a HL2 style coastal map. The compile takes forever, because of the large open spaces. I am not very good with hint and areaportal optimization, so I don't really know how to optimize a large open area. Thus, I need this tool.[/QUOTE] Use a func_viscluster, it symbolizes that all visleafs within it's volume can and will see each other in game, it's obviously for compile purposes only but speeds it up by miles.
dose it work with Valve Batch Compiler?
This doesn't particularly sidestep a problem. If you use the same habits as usual when you map, the performance will hamper even more than when you had the normal compiler. Essentially, this is only going to be useful to those who strive to be more model-based. In which case, they will need to compile in expert with some addtional light commands that allows per-vertex lighting calculations on models, which counterbalances the extra use of them in place of brushes.
[QUOTE=HiddenMyst;7246055]Sounds good. I recently finished my VMF pirate ship. And that was cool. I hope yours turns out good. Also, about VMPI only helping with the memory sharing, that is all I nneed it to do, because my map won't compile because I aparently need 2 times the RAM. I also have a quick question, what decreases compile time, large or small lightmap scales.[/QUOTE] A higher lightmap scale will decrease lightmap detail, and reduce compile time.
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