VERY VERY VERY long map compiling

VERY VERY VERY long map compiling

Hammer Mapping — Page [1]
DomSau
i want create space arena!
2006 Jun 6 • 82
19 ₧
im compiling my map to bsp and its taking very very very long. more than 30 minutes its normal??
Fucking leaks
 
 
 
2006 Jun 12 at 09:25 PDT
SuperJer
Websiteman

2005 Mar 20 • 6629
Depends on the map. When compiling a full size map on high quality, it can take several hours.

What stage are you on, HLVIS, HLRAD?

Are the numbers going up?

If your map is big or complicated or has lots of weird shapes, it can take forever. It can also freeze but usually it will just crash.
 
 
 
2006 Jun 12 at 10:47 PDT
jacksmoke234
Tendrils McGee

2005 Mar 20 • 1375
34 ₧
Are you using an access of the "clip" tool? Or do you use the brushes such as Cylinder, Wedge, and Arches? If you do then this will also add to compile time.

Compile time depends on size of the map, and the simplicity (or complexity) of the map.
 
 
 
2006 Jun 12 at 18:58 PDT
DomSau
i want create space arena!
2006 Jun 6 • 82
19 ₧
hmmm i created fy_night download from http://rapidshare.de/files/22881577/fy_night.zip.html

peapole saying fy_night is already created. if u have fy_night just rename to another.
this map is big. maybe log can say for u why map is compiled very long about 50 minutes.


hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg fy_night
Entering fy_night.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.09 seconds)

Using Wadfile: \sierra\half-life\cstrike\cstrike.wad
- Contains 5 used textures, 71.43 percent of map (123 textures in wad)
Including Wadfile: \zhlt\zhlt.wad
- Contains 2 used textures, 28.57 percent of map (8 textures in wad)

Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.22 seconds elapsed

----- END hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp fy_night

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 438 (0.08 seconds)
BSP generation successful, writing portal file 'fy_night.prt'
SolidBSP [hull 1] 463 (0.13 seconds)
SolidBSP [hull 2] 465 (0.09 seconds)
SolidBSP [hull 3] 470 (0.09 seconds)
0.63 seconds elapsed

----- END hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis fy_night
122 portalleafs
291 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.03 seconds)
LeafThread:
(0.22 seconds)
average leafs visible: 56
g_visdatasize:2026 compressed from 1952
0.27 seconds elapsed

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad fy_night

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

2439 faces
Create Patches : 28405 base patches
0 opaque faces
521062 square feet [75033040.00 square inches]
130 direct lights

BuildFacelights:
(30.19 seconds)
visibility matrix : 48.1 megs
BuildVisLeafs:
(222.08 seconds)
MakeScales:
(213.63 seconds)
SwapTransfers:
(1636.31 seconds)
Transfer Lists : 109982618 : 109.98M transfers
Indices : 19319092 : 18.42M bytes
Data : 439930472 : 419.55M bytes
GatherLight:
(751.11 seconds)
FinalLightFace:
(8.03 seconds)
2952.39 seconds elapsed [49m 12s]

----- END hlrad -----

how long was your longest map compiling?
Fucking leaks
 
 
 
2006 Jun 12 at 23:46 PDT
SuperJer
Websiteman

2005 Mar 20 • 6629
For some reason the lighting on your map takes a long time. You must have a lot of total lighting surface or just complicated surfaces.

The longest compile I ever ran was about 8 days. That was in 1999 though, on a very poorly built map.

The longest compile I've had recently was de_salt2, it took over 2.5 hours because I turned the lighting quality WAY up and the map is built at really unfriendly angles. (No 90 degrees at all in most places.)

de_salt2 can't even compile at all without some nasty HINT brush tricks.
 
 
 
2006 Jun 13 at 00:42 PDT
DomSau
i want create space arena!
2006 Jun 6 • 82
19 ₧
nasty HINT brush tricks.what is it?
Fucking leaks
 
 
 
2006 Jun 13 at 05:16 PDT
SuperJer
Websiteman

2005 Mar 20 • 6629
HINT brushes let you break up VIS blocks and polygons.

Explanation:
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=2

In de_salt2 I have a grid of HINTs, across the whole map, cutting the map into lots of little squares. That way each square has 4 'walls' with the proper 90 degree orientation. So even though the map is at all odd angles, the HINTS break it into friendlier sub-sections.

Without this it won't compile. BSP never finishes, it just seems to go in circles until it runs out of memory.



In other news you can do faster compiles by skipping the lighting (HLRAD) or doing lower quality lighting. For lower quality (but faster) do not use -extra and set -chop 256 (normally 64).

Chop is the size of light patches in your map. The bigger the chop, the less patches are needed to cover all your surfaces, and the faster it should compile, with less memory.

Also, since you can only have up to 65536 patches, sometimes you have to turn up Chop just to avoid that limit.
 
 
 
2006 Jun 13 at 10:03 PDT
Grijze Stijn
2006 Dec 25 • 1
13 ₧
Ok I read the above tips and all sounds very nice, but it would seem i have to cut down on visibility to get shorter compiling times... I really don't want to do that.

I'm building a map of a real house, (student dorm) which isn't really that big, I did get a bit carried away on the details and compiling times were up to about 30 minutes... I could live with that tough, but now I added some objects made by other people to spice it up a notch. One of those objects is a highly detailed bus that added 6 extra lighting points to the already 24 lights that were used. Only a fraction of my used objects contain non-rectangular objects though... Some basic cylinders and a few triangles... but nothing to fancy...

Compiling times aren't available yet, but it has been busy at HLVIS --> Leafthread for about 9 hours now. I'm starting to wonder if it will ever complete....

Any stuff that could help me would be very welcome... And an explanation why a bus would suddenly be such a large problem would also be pretty nice Could it have something to do with my noobhood on mapbuilding...

Greetz from Belgium
 
 
 
2006 Dec 25 at 04:55 PST
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