• The Facepunch "Yap and Blabber" Chat Thread
    7,739 replies, posted
I took the time to compile a few different maps 20 times each to create a data spreadsheet to give me an estimated compile success percentage based on data from the compile log. I then tested the data from a map I'm working on, and plugged it into the spreadsheet. [t]http://i.imgur.com/OBv2o.jpg[/t] My next task is to make a "EST. COMPILE TIME" specifically for my computer using controlled test results. OH GOD I HAVE TOO MUCH TIME ON MY HANDS :v:
Won't the compile time work heavily off the number of visleafs and lightmaps. I'm sorry but you data won't create valuable estimations.
[QUOTE=mdeceiver79;37306812]Won't the compile time work heavily off the number of visleafs and lightmaps. I'm sorry but you data won't create valuable estimations.[/QUOTE] I figured using 3-6 different maps as controlled tests would provide something close to a result. For example MAP_1 : Minimal map (5 sec compile) MAP_2: 20% data MAP_3: 40% data MAP_4: 60% data MAP_5: 80% data MAP_6: Full map (1 hour compile) Then I would just average out the times between each compile result. Giving me a rough estimation.
[QUOTE=l33tkill;37306879]I figured using 3-6 different maps as controlled tests would provide something close to a result. For example MAP_1 : Minimal map (5 sec compile) MAP_2: 20% data MAP_3: 40% data MAP_4: 60% data MAP_5: 80% data MAP_6: Full map (1 hour compile) Then I would just average out the times between each compile result. Giving me a rough estimation.[/QUOTE] that still wouldn't work. Throw in 2 or 7 spheres and you got yourself a year's compile. and carve them too >:D
Oh well, it was worth a try.
[QUOTE=l33tkill;37307103]Oh well, it was worth a try.[/QUOTE] good effort though :smile:. Too bad the compiles are just as uncertain as hammer. :(
[QUOTE=Mr Anonymous;37312549]First night out on the piss last night. For my 18th. Got back at 4am. How am I doing, Sphinxa? :3[/QUOTE] ive been mapping all night thug lyf
[QUOTE=TCB;37312651]ive been mapping all night thug lyf[/QUOTE] I played Mass Effect 3 again and beat it on PC. Uploading the 40 minute, 1920x1200 video to YouTube now :v:
[QUOTE=Mr Anonymous;37313559]Check yoslef[/QUOTE] chiggity check yoself before you wreck [url=http://www.youtube.com/watch?v=Tt36V_CPuWw]yoself[/url]
big dicks in yo ass is bad for yo health
So youtube is going to be allowing anyone with monitization enabled and your account is in good standing to upload custom youtube thumbnails, no longer will it be limited to partnered people. Prepare for the swarm of people who upload thumbnails of girls with their heads cut off.
[QUOTE=nomad1;37314453]Prepare for the swarm of people who upload thumbnails of girls with their heads cut off.[/QUOTE] People do that? [video=youtube;Dp8up0Pgb_8]http://www.youtube.com/watch?v=Dp8up0Pgb_8[/video] Was stuck in my head all day, so I started singing it out loud while pushing carts. Was fun.
Steve-san: Have you ever seen a map with a random red texture on it Alizée: your map has aids :C [t]http://cloud.steampowered.com/ugc/541809954034430126/2E90159F83D2B65B7302D4331B80D965AC53E4C4/[/t]
Looks good, Steve.
Currently working on a CS:GO map with an artstyle inspired by Quake 2 and Quake 4.
Trying out techniques i haven't used for textures since the 2nd ill fated attempt at a black mesa map: [img]http://cloud-2.steampowered.com/ugc/594727249632032999/89362B651D086C66CD5730CE65E4A0654763A55E/[/img] I'm not sure about the purple, some feedback on that would be welcome :) Purple has gone, got a while background on it and a red border, stiveno has been giving some pointers, which have been awesome.
[QUOTE=Stiveno;37317394]Steve-san: Have you ever seen a map with a random red texture on it Alizée: your map has aids :C [t]http://cloud.steampowered.com/ugc/541809954034430126/2E90159F83D2B65B7302D4331B80D965AC53E4C4/[/t][/QUOTE] Lightmap error. Decrease the lightmap scale on that face to fix it (as far as I know.)
[QUOTE=nomad1;37314453]So youtube is going to be allowing anyone with monitization enabled and your account is in good standing to upload custom youtube thumbnails, no longer will it be limited to partnered people. Prepare for the swarm of people who upload thumbnails of girls with their heads cut off.[/QUOTE] it's about fucking time....
spent an hour figuring out propper [t]http://i.imgur.com/6qeKk.jpg[/t] After doing that one bridge compile time was cut by 1/3
[QUOTE=Stiveno;37322232]spent an hour figuring out propper [t]http://i.imgur.com/6qeKk.jpg[/t] After doing that one bridge compile time was cut by 1/3[/QUOTE] Yeah i'm gonna have to do that one day with my maps, especially the one i'm building now. [editline]20th August 2012[/editline] After a night of messing around in L4D2 I finally figured out screen overlays. This scene is a massive improvement over anything i've done with 2019 II so far. Timing needs work obviously and other little things but I love how i set it up. [video=youtube;B7WcUADxYe4]http://www.youtube.com/watch?v=B7WcUADxYe4[/video]
Purple is gone! [img]http://cloud-2.steampowered.com/ugc/594727249638139341/7DC3DD27C62BBD7F15D39E6DC20EF8B28A7E7D6B/[/img] Now...time to put some nightwish on, and kick some more texture arse.
Oh my God, I don't know what to do with de_cobble now. I have quite a few ideas as to what to do with it, but I'm not sure sure which I want to do. I have narrowed it down to a few choices. A: Turn the whole map into a large castle in the sky and make it a floating island map. B: Keep the setting and season but stick on a hill on the base of a mountain. C: change the weather to winter and stick it high on a mountain above the clouds on a crisp clear day. Rate friendly for A disagree for B optimistic for C Your choices decide the maps fate xD
[QUOTE=Stiveno;37322232]spent an hour figuring out propper [t]http://i.imgur.com/6qeKk.jpg[/t] After doing that one bridge compile time was cut by 1/3[/QUOTE] were the rails even func_detailed before that? compile time should have been the same if the whole bridge was a func_detail.
[QUOTE=GameDev;37327190]were the rails even func_detailed before that? compile time should have been the same if the whole bridge was a func_detail.[/QUOTE] t-juncts on that bridge must be super high, which is probably why it took ages.
[QUOTE=GameDev;37327190]were the rails even func_detailed before that? compile time should have been the same if the whole bridge was a func_detail.[/QUOTE] Lighting is calculated differently for brushes and props, this is probably where the time saving occurs, not having to do all those lightmaps.
It was Func detaild already, and when I said cut by 1/3 I meant 30 seconds to 20 seconds :v:
The MC town got griefed agian. I spawned one block away from lava.
[img]http://www.wauterboi.com/screenies/2012-08-20_20-50-08.png[/img] MADDACHEEB, I WISH TO SPEAK TO YOUUUUUUUUUUUUUUUU. But seriously Steam keeps saying people are offline and I can't speak to them, yet they're sending me messages.
[QUOTE=wauterboi;37336022][img]http://www.wauterboi.com/screenies/2012-08-20_20-50-08.png[/img] MADDACHEEB, I WISH TO SPEAK TO YOUUUUUUUUUUUUUUUU. But seriously Steam keeps saying people are offline and I can't speak to them, yet they're sending me messages.[/QUOTE] Block them and unblock them after, happened to me too. :(
[QUOTE=wauterboi;37336022][img]http://www.wauterboi.com/screenies/2012-08-20_20-50-08.png[/img] MADDACHEEB, I WISH TO SPEAK TO YOUUUUUUUUUUUUUUUU. But seriously Steam keeps saying people are offline and I can't speak to them, yet they're sending me messages.[/QUOTE] [img]http://www.facepunch.com/image.php?u=234285&dateline=1341803098[/img]
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