BSP compile time


(Yatta_Yatta-O_o) #1

hello there !

Im still working on an old project, and I get quite close to a decent beta version.

Lately my BSP (just bsp -meta) compile times seems unusually high. Its a big map, right, but doesnt +/-10 minutes just for BSP seem too long ? I somewhat know how to map so there isnt much structural brushes, and almost all invisible faces are caulked.

Im not sure when it started to take so much time, but I could be arround the time I changed all the shaders - can this have any influence on the bsp compile process ?

Most of my shaders are simple like this :

textures/canyon_depths/terrain/yatta_A_concrete_vieux_5
{
	qer_editorimage textures/canyon_depths/terrain/yatta_A_concrete_vieux_5.tga
	implicitmap textures/canyon_depths/terrain/yatta_A_concrete_vieux_5.tga
	surfaceparm rubble
}

(and suddendly I realise it doesnt make much sense having “implicitmap whatever”, I guess I should correct that o_o)


(S14Y3R) #2

Hmm, why surfaceparm rubble? is it an emmitting shader? That could cause extra time… try using the standard surfaceparm
stone (default)
grasssteps
woodsteps
metalsteps


(Darkfrost) #3

Lmao, I’m used to waiting a couple of hours for a big map to compile XD


(Yatta_Yatta-O_o) #4

Darkfrost > A couple hours just for BSP to compile O_o ?!
I cant imagine a map requiring this much time to compile the bsp even on a half decent computer ! I once had a problem on my map and all my detail brushes were back to structural (re-detailing all = the pain !), well it took time to compile, but certainly not 2 hours, and this is a big map !
To make sure : Im talking about the bsp part here, no vis nor light ! Just the basic structural / entities compilation.

Slayer : Ok, Ill try with the default surfaceparm then. Ill tell you the results … but Im not sure why this would have any influence on the bsp process o_o;


(TNR360) #5

Lmao, I’m used to waiting a couple of hours for a big map to compile XD[/quote]

Believe him^^

:lol:

I take an hour but thats with a final compile


(Yatta_Yatta-O_o) #6

thats my point, “final compile” means a compile with bsp+vis+light (which I familiar with and I know it takes time).
What Im talking about here is a “bsp only” compile (“test build BSP -META”, basic fullbright map).


(sodsm live) #7

well lets see if it’s your map or your system.

load up goldrush.map and BSP(meta only) compile it.

on an amd 64 3800+ w/ 1GB corsair xms it takes just under 3 mins to compile. depending on if your system is half-way modern, it should be within 30 secs either way of that(as long as you aren’t running anything too horrible in background).

anyone else have -meta compile only times and sys. configs they want to share(purely for scientific purposes)?


(RayBan) #8

on my amd64 3200+, 1 gig of ram and using q3maptoolz + twenty_sevens q3map2_fs build i can do the meta in 6mins, 40 seconds.

EDIT:
whoah… 3minutes, 20 seconds with regular q3map2… quite a difference in
speed there. if it could do vertex blending on meshes like the fs build id use it
instead.


(sodsm live) #9

i wonder why _fs takes exactly twice as long. does it take two passes? it shows you should use q3map2 for developement and use the other for finals.