After waiting about 2 hours i gave up on compiling play space is really not that but. Like medium does it really take that long to compile or is there something wrong with me?
How optimized is your map?
check for leaks, they might multiply your compile time
[QUOTE=comet1337;38402450]check for leaks, they might multiply your compile time[/QUOTE]
I'm gonna have to disagree with you actually. If there was a leak, vvis wouldn't run and vrad would skip over a lot of stuff.
This map is not really a map with buildings i mean it has small one roomed ones. but its wide open, and the small buildings have hint and skip at the door ways and in the windows.
[QUOTE=HighdefGE;38402579]I'm gonna have to disagree with you actually. If there was a leak, vvis wouldn't run and vrad would skip over a lot of stuff.[/QUOTE]
He is right though. Leaks multiply your compile times. Vvis and Vrad run, they just don't run properly. I fixed a leak and my compile on FAST went from 24 minutes to 7 minutes.
[QUOTE=Oda;38401981]After waiting about 2 hours i gave up on compiling play space is really not that but. Like medium does it really take that long to compile or is there something wrong with me?[/QUOTE]
I can compile a full-grid of a hammer sized map on fast with high detail in about 10 minutes. If I put it on Normal, it sometimes runs all night and into part of the next day. It's running. Just gotta have a GOOD computer and faith.
When you have a large and empty area in the map you can use func_viscluster to decrease your compile time.
[video=youtube;TzUBDMuVQmA]http://www.youtube.com/watch?v=TzUBDMuVQmA[/video]
[QUOTE=Rory;38407469]He is right though. Leaks multiply your compile times. Vvis and Vrad run, they just don't run properly. I fixed a leak and my compile on FAST went from 24 minutes to 7 minutes.[/QUOTE]
He is not entirely right. Leaks can decrease your compile time, because if ther is a leak vvis and vrad would go in to FAST mode out of error. If you would compile a map with a leak in NORMAL mode it would only compute rudimentary vis data just like in FAST mode and vrad would skip the computation of bouncing light and thus would only give you direct light. It will run and look like shit in engine but you have a very short compile. The only thing is that if you have a leak, vbsp will not cut off the sides of burshes that face the void and thus will give vrad more sides to render light on, which would increase the compile time according to the number of faces facing the void.
[QUOTE=Rory;38407469]I can compile a full-grid of a hammer sized map on fast with high detail in about 10 minutes. If I put it on Normal, it sometimes runs all night and into part of the next day. It's running. Just gotta have a GOOD computer and faith.[/QUOTE]
Thats normal. use map optimisation tutorials on Areaportals, Hints and Visclusters and the other visleaf stuff to counter that.
I do what the video tells me with the trigger volume and not be caught in any of the geometry, but hammer crashes everytime I try to compile it will stop responding then when i click it crashes. help please.
[QUOTE=Oda;38408004]I do what the video tells me with the trigger volume and not be caught in any of the geometry, but hammer crashes everytime I try to compile it will stop responding then when i click it crashes. help please.[/QUOTE]
Hammer generally stops responding when you are doing vvis or vrad. Its just the way it happens unless you have a beast pc.
Next time you have compiled consider looking at your visleafs see if you have any redundant ones or any objects you forgot to func_detail causing unecissary visleafs.
[QUOTE=mdeceiver79;38408054]Hammer generally stops responding when you are doing vvis or vrad. Its just the way it happens unless you have a beast pc.
[/QUOTE]
That's not completely accurate.
Basically, sdk doesn't tell windows that it is doing more important things than keeping windows up to date, so windows just assumes it has crashed. Be patient.
[QUOTE=IronPhoenix;38408190]That's not completely accurate.
Basically, sdk doesn't tell windows that it is doing more important things than keeping windows up to date, so windows just assumes it has crashed. Be patient.[/QUOTE]
Isn't that what it's called when it says "it stops responding"?
A beast PC doesn't help you, you have to terminate the Desktopwindow-Manager (net stop uxsms) so windows doesn't freak out as fast.
Or you use a batch compiler for your final compile. You hardly need full vis compile unless you are going to release your map.
Well i have been compiling for 3 hours on a medium map with correct func_visclusters and its still not done. looking at task manager it says 2 vvis.exes are running.
[QUOTE=V3cT0r;38408508]Isn't that what it's called when it says "it stops responding"?
A beast PC doesn't help you, you have to terminate the Desktopwindow-Manager (net stop uxsms) so windows doesn't freak out as fast.
Or you use a batch compiler for your final compile. You hardly need full vis compile unless you are going to release your map.[/QUOTE]
Or you know...be patient.
im trying to dev a map so i check if things are okay or if i need to fix anything. no time to be patient.
[QUOTE=Oda;38408827]im trying to dev a map so i check if things are okay or if i need to fix anything. no time to be patient.[/QUOTE]
Run it on fast, cordon areas, there are plenty of ways to knock up a quick build for testing purposes.
As IronPheonix said. Use the cordon tool, then seal the area you cordoned, and compile. Quickest way to compile a small area of your map for testing.
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