After some compiling advice.


(My Weakness) #1

Hello kids!

Okay, so compiling in GTKRadiant won’t work, but I’m over that (as in it will compile, perfectly, without a hitch, close the program and the only way to EVER compile again is to uninstall and install again). Anyway, to combat this I just create a batch file to compile for me. Oh, and since this way of compiling seems to be faster I’m not too worried. Anyway, where I want advice is the parameters in my batch file are more geared at a final quality compile and not a quick compile to check that stuff is where it’s supposed to be. I’m currently only working through this so it doesn’t make much difference at the moment, but as soon as I start building larger maps, the compile time will start to become an issue.

Attached is my batch file for your perusal. All I’m after is a set of ‘quick compile without fancy stuff’ parameters.

Thanks ^^…


(TNR360) #2

you’re not compiling VIS?


(pazur) #3

Get the Q3map2Toolz frontend… it will help you with good presets etc.

http://search.yahoo.com/search;_ylt=A0geu_LaiFJIgMMAnvql87UF?p=q3map2toolz&ei=UTF-8&iscqry=&fr=sfp

I use it really since a long time and it’s the best tool of this kind IMHO.


(zedd) #4

Maybe offtopic, but I had compile problems under Radiant. It was as if vis compiling was not working.
Now I compile each step separately from Radiant : meta, then vis when completed, then lights when completed. I didn’t have any more problem so far. I think it could be Radiant lauching the next compile step before the one before is not fully completed, because of the big compile log going through a socket for the console log in Radiant.


(My Weakness) #5

I am, I think that’s what -v is is it not?

hmmm…


(DerSaidin) #6
"D:\Wolfenstein - Enemy Territory\etmain\maps\q3map_2.5.16_win32_x86\q3map2.exe" -fs_basepath "D:\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -meta -mi 6144 -mv 1024 "D:\Wolfenstein - Enemy Territory\etmain\maps\bremen_b2.map"
"D:\Wolfenstein - Enemy Territory\etmain\maps\q3map_2.5.16_win32_x86\q3map2.exe" -fs_basepath "D:\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -vis -saveprt -v "D:\Wolfenstein - Enemy Territory\etmain\maps\bremen_b2.map"
"D:\Wolfenstein - Enemy Territory\etmain\maps\q3map_2.5.16_win32_x86\q3map2.exe" -fs_basepath "D:\Wolfenstein - Enemy Territory" -fs_game "etmain" -game "et" -light -fast -filter -shade -v -bounce 2 -gamma 1.1 -lightmapsize 256 -samples 4 "D:\Wolfenstein - Enemy Territory\etmain\maps\bremen_b2.map"

Thats what I use for a final compile (the bat file I used for bremen_b2 there).
You can’t really do anything to make the bsp stage quicker, and I dont think you want to skip the vis stage either.
The light stage you could make much quicker by taking out: bounce, lightmapsize, samples
I think filter and shade aren’t needed either, but I cant remember exactly what they do :stuck_out_tongue: