I’m in the middle of another RtCW SP map that’s basically a cave system built using the quadsouping method outlined by sock (works well by the way Mr Brushmonkey…!) and I’ve come accross and odd ‘issue’ that I’m not sure how to resolve or what’s causing it in the 1st place.
For some reason BSPC compiles after using q3map2 are taking a massive amount of time to process, several hours infact rather than the ususal several minutes (it takes ages to run through the “depth first BSP building” part of compile running into a 7 figure number ‘splits’ - not sure if this is good or bad.?!). So far as I can tell nothing unusual is present in the map except for the some use of the new terrain blending techniques and a few ASE models that are cliped using brushwork and not from a shader.
I’ve tried various compile versions - no entities, no models, no clips, just brushwork etc and it still take ages regardless, I just can’t think that the brushwork is that complex that’d it’d be taking so long to compute the AAS data… anyone got any ideas of things to try on this one?
[EDIT]
snipped from bspc log
depth first bsp building..
1569130splits
169328 KB of peak total bsp memory
BSP tree created in 10349 seconds
------- Prune Nodes --------
1524776 pruned nodes
---- Node Portalization ----
44355 nodes portalized
3300 tiny portals
9018 KB of portal memory
20584 KB of winding memory
------ FloodEntities -------
------- FillOutside --------
13323 solid leaves
3528 leaves filled
5327 inside leaves
5326 areas created
869 face merges
1355AAS_TestSplitPlane: tried face plane as splitter
1549
28 face merges
3236 areas merged
6018 nodes pruned
3640 areas checked for shared face flipping
3640 areas checked for shared face flipping
8837 face merges
153 plane face merges
0 ladder subdivisions
13567 edges melted
3640 areas provided with settings
allocated 6 MB and 117 KB and 604 bytes of AAS memory
3632 areas stored
AAS created in 10358 seconds
loading collision map...
[snipped]
a couple of screenies
showing the basic brushwork and how high it is

showing the extensive monster clipping going on to reduce waste to the min

