Hello all, i've decompiled some CS:GO Maps then converted materials into older version ( CS:S / HL2 etc ), it works all fine in the CS:S's Hammer, but when i compile it the time is just insane on "PortalFlow", once i've tried to compile single map and it took over 6hours it was like on "9..", after few hours it was still the same, i have no time for that, because i want to recompile ALL the maps.
[B]How i can increase the compiling speed ? [/B]
My PC specs:
CPU: i5-2320 Quad-Core 3.4Ghz ( Sandy ) - Temperatures goes to 99celsius while compiling, so it downclock's on the process to around 2.6Ghz.
Ram: 8GB 1666Mhz
OS: Win8.1 Pro
Compile Settings:
All Normal + HDR
Thanks for tip, but didn't found any exact tutorial how to use it, there is already alot of that transparent "planes" like "Hint", "Skip" etc. so i should edit all those by removing all groups in it and adding the viscluster or i need just to keep them and only add viscluster group ?
Set VIS to fast to make portal flow fast. However, this will make the map very slow to run in game.
Its taking so long because official maps are very complicated and decompiling them breaks a lot of things too.
Valve maps are very complicated like what "Grenade Man" said. They use super-computers to render maps. All I have to say is "Good luck" on compiling all Counter Strike maps.
Actually I thought VALVE said that they used all the pc's in their building, connected as one, as a destributed compiler. But I might've read it wrong all those years back.
[QUOTE=kretorus;45552359]Actually I thought VALVE said that they used all the pc's in their building, connected as one, as a destributed compiler. But I might've read it wrong all those years back.[/QUOTE]They do in fact do something like this - the tools they use to delegate tasks [url=https://developer.valvesoftware.com/wiki/VMPI]is in the Source SDK[/url] - but I'm not sure if it's still "any idling machines" or specific render-farm setups like the cupboard-full-of-PCs the SFM team use for their final layoffs.
[t]http://i.imgur.com/ObBoxOQ.jpg[/t]
[QUOTE=kretorus;45552359]Actually I thought VALVE said that they used all the pc's in their building, connected as one, as a destributed compiler. But I might've read it wrong all those years back.[/QUOTE]
You are correct. See: [url]https://developer.valvesoftware.com/wiki/VMPI[/url]
Edit: damn, beat me to it.
Yea VMPI is like a "Render Farm", there is Valve Batch Compile Tool which allows to compile maps with few PC's.
I already compiled Inferno on "Final" Compile mode, there is still alot of problems like missing reflection materials, some lighting issues like black shadows on places where it's not supposed to be, well atleast some places looks like original and the geometry is fine so its perfect for exporting into 3D soft.
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