12th January 2005
I have this huge sp map I've made: Total Brushes: 5367 Total Entities: 449 Net Brush Count: 4883 How long should it take to compile? I tried to compile about 3700 brushes of the whole thing and it got to about 70% percent after 12 hours! I used the 'test' compile and I'd hate to know how long it would take with the 'final' compile Getting the compile times down can be done by (i think!) turning small structural brushes into detail ones, using door portals and obviously chaulk, is there anything else for me to try. Also, is there a brush limit lol
4th September 2005
There's no set amount of time a map will take to compile, and it's based off so many factors that an equation would almost be impossible without deriving it straight from the source code of q3map2. It really depends on what you've been doing in the map. Consider it one of those "when it's done" things.
The brush limit is supposedly about 26000 (averaged), although some people report being able to use more brushes safely and yet others report that they get a brush limit exceeded error when they have nowhere near that amount, hence why I gave an average rather than an exact.
I don't know how, and I don't know why, but this is totally Sheep's fault.
I R Scary Eyeball
29th January 2004
It depends alot on the computer itself, aswell. If you're computer is slow, the map compile will be too. Does area portaling and caulk speed up the complie? I thought it just saved the game rendering things unnessecarily, which would hlpe the game and not the compile. I could be wrong though.
7th November 2005
Depends. Not on brush count, but on your system's specs and the ammount of VIS zones, shaders (such as dynamic glow, etc), and lighting entities. Your best bet is to configure windows so that it doesn't go into hybernation, compile, and leave your comp on all day/night, and don't run any other programs.