Abnormally long compile tmes -1 reply

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Darth_Gringo

ANNOYED DEVELOPER

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23rd March 2003

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#1 16 years ago

OK I am working on a clan map, It is huge and I mean huge, it has move fighting space then Dimside SE or Jedi Council(which was the inspiration of the map) When I try to compile the map in fullvis the map crashes and froces me to use q3map2 bsp process to compile the map. Which isn't that bad or so I thought.

I have 7 t junctions that I can't find but q3map2 reports in the junk file that it corrected them, It also reports I have 3 inverted triangles? whatever they are.

The map is still compiling I started it around 8pm EST on thursday and it is now monday 10:30am and it is still sitting at:

PassagePortalFlow <22244> 1...2...3...4...5...6...7...8...

It gets to 8 in about 6 or 7 hours but after that it appears to hang at for days. The first time I compiled the map as beta for my clan it took 4 days 6hours before PassagePortalFlow 8 and about 6 hours afterwards.

Is there anything that increase the compile time especially in the final stages of PassagePortalFlow? or is there something I should look for that might be causing it?

:smokin: Darth Gringo:smokin:




Draxtus

GF Pwns Me!

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18th March 2003

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#2 16 years ago

Theres only one thing I can think of. Make sure that every brush that ISN'T touching the void is a detail brush. You'd be suprised how much less time it takes to compile.




Darth_Gringo

ANNOYED DEVELOPER

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23rd March 2003

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#3 16 years ago

I found an interesting thread on obne of the quake III mapping forums about large outdoor terrains. That I tried make the whole outdoor section and box it in with a caulked room/box and convert the section in to all the brushes are detail, Considering the overall size of my map I encased the whol thing in a caulked giant room and made the whole map detail lol, but the compile went down to about 1 hour from 5 days.

:smokin: Darth Gringo:smokin:

PS Now I am off to try it with Bounce 8! :dance:




&lt;TrH&gt;Aldarias

Awakened Society Productions

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3rd February 2003

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#4 16 years ago

The problem is you have way to many portals.

A portal is any closed off area in a map.

Remember unless it is a room touching the void make all the walls composing a room inside of the main sturcture(rooms not touching void) make them detail.




Darth_Gringo

ANNOYED DEVELOPER

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23rd March 2003

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#5 16 years ago

Yeah I learned a lesson I started out making all the rooms as seperate maps and then added them to the master map, making a extremely complex void touching structure. So i solved it by makeing a environmental box surrounding the whole map and made everything inside the environmental box detail brushes

:smokin: Darth Gringo:smokin: