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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