compile time

compile time

Hammer Mapping — Page [1]
newbie

2008 May 25 • 144
when i compile my map it takes ages. I have a pretty detailed prefab and some spikes and cyliders but thats it and it isnt even finished yet. I have waited now for like a half hour and it has only come to 20% leaf thread.

how long should it take to compile a map like de_dust2 or de_inferno?
plz help. if u got any advise that could reduce the compile time i would be very happy

 
 
 
≡ 2008 Nov 15 at 14:22 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
I've made maps that took 10 minutes to compile and I made a map that took 6 hours to compile. It really depends... Either way, there isn't anything you can do about it, really.

If this is just a test and not the final version of the map, there is no need to include the textures.
May contain traces of invisible text.
 
 
 
≡ 2008 Nov 15 at 14:58 UTC
newbie

2008 May 25 • 144
how do i not include the texture. im using zhlt and i dont know any oyher ways
 
 
 
≡ 2008 Nov 15 at 16:12 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
newbie said:
how do i not include the texture. im using zhlt and i dont know any oyher ways


Oh, so you're fine. If you don't know how to include textures, then you aren't.

Just let it compile...
May contain traces of invisible text.
 
 
 
≡ 2008 Nov 15 at 18:01 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Complex geometry(like cylinders) should be turned into func_wall. Faces that can never be seen by players should be covered with the NULL-texture.
QUACK! QUACK!
 
 
 
≡ 2008 Nov 15 at 21:34 UTC
newbie

2008 May 25 • 144
eDan Co. said:

Oh, so you're fine. If you don't know how to include textures, then you aren't.

Just let it compile...


u mean this ?
hlcsg -wadinclude zhlt -wadinclude halflife -wadinclude de_vegas -wadinclude cs_assault -wadinclude cs_bdog -wadinclude itsitaly hns_falldown

Killer-Duck. said:

Complex geometry(like cylinders) should be turned into func_wall. Faces that can never be seen by players should be covered with the NULL-texture.


ok thank u

EDIT: should I have null texture between the 2 blocks that touching eathother. cause u cant see it in the bsp file so does that matter?
 
 
 
≡ 2008 Nov 16 at 10:53 UTC — Ed. 2008 Nov 16 at 11:39 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Like KD said, if there is a face that will NEVER be seen then NULL it. If it can be seen, bad things will happen.
 
 
 
≡ 2008 Nov 16 at 12:08 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
newbie said:
u mean this ?
hlcsg -wadinclude zhlt -wadinclude halflife -wadinclude de_vegas -wadinclude cs_assault -wadinclude cs_bdog -wadinclude itsitaly hns_falldown


Yes. Do not add that part until it's the final compiling.
May contain traces of invisible text.
 
 
 
≡ 2008 Nov 16 at 14:18 UTC
newbie

2008 May 25 • 144
okey thank u guys
 
 
 
≡ 2008 Nov 16 at 14:37 UTC
newbie

2008 May 25 • 144
but if I have a side with aaatrigger texture should i replace only the sides u can see or shouldnt I replace it att all cause I thought aatrigger have an other funcion too
 
 
 
≡ 2008 Nov 17 at 17:59 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Brushes with AAATRIGGER should be completly covered with AAATRIGGER, don't put any NULL on those.
QUACK! QUACK!
 
 
 
≡ 2008 Nov 17 at 18:30 UTC
newbie

2008 May 25 • 144
Thank u
 
 
 
≡ 2008 Nov 17 at 19:54 UTC — Ed. 2008 Nov 17 at 19:58 UTC
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