well i dont know if i am expecting to find an answer but, am currently completed only 10 precent of my map, and the radinet allready overloads my computer, (in the map thou i get 70-90 fps r_speed normal, loading go fast) in the middle of the compile prosses with filters i get massages of low virtual memory, when i am working on the map i need to turn the cublic on, so the computer wont work so slow.
i am currently at
3005 brushes
607 entities
its very highly detiled but i dont know how longer i can keep working like that. i have a decent good computer, 2,4 ghz, 512 mbram, 9600 ati readon. 80 giga and 10 of them free. i dont know if it has connection to my map that overload in redinat and if my comp is to crapy for it. but any1 has a tip for me maybe?
huge problem overload
The “lomem” option (without w) for the light stage should help.
If you don’t use it already, you could try Radiant 1.5 which runs much smoother than older versions IMO. I don’t use it myself “for production” yet and don’t know much about any disadvantages or bugs it might have. You can get the latest nightly build here.
am using 1.5, nothing helps tnx anyway can i say… am kinda scrawed?
perdon my language.
shaderman consider my comp setting is my comp basicly good enough to compile a map this size?
You are right, your comp specs are decent. Question is: how exactly are you compiling? Using a compile-Frontend or within Radiant? Which settings? At which stage of the compile exactly do you run into the trouble? If you still compile within Radiant, I strongly recommend you quit that, and instead use a compile-Frontend like Q3map2build by Bobdev. That safes tons of time and memory.
The amount of your brushes doesn’t say much. You easily run into memory problems when you are doing unclean brushwork with edges and vertexes of brushes not sitting on grid (i had that with only like 2 dozen brushes and it made a HUGE difference). Can you link a compile logfile?
thank you for your help mcnite and shaderman you both very helpful. ok lets go into detiles
i am using 1.5.0 gtk radinet, the normal now filters compile = test only bsp works with np after 5 seconds its finishing compile, am using q3map2 by ynder. when i use (single) (q3map2) bsp - vis - fast - samples 2 - filters - lights
then the problem starting at the point of CREATING PASSAGES, the big fireworks start. atm my comp is a bit crushing with each compile but servive but every time i enlarge it more comp getting more crushed.
now i dont understand the part of brushes aint sitting on grid right
and i didnt understand the part of not to compile with radinet, if not radinet then what?
thank you guys .
Don’t compile with Radiant then. Get the latest q3map2 (i think its 2.5.16) and install that like you can read in its readme. Then download the program q3map2build by bobdev. He has a readme on his homepage too.
Basically you just have to switch on the compile settings in that small program which you want to compile with, and then you compile. You can get a logfile from that too, and theny we ll definitely be able to help more with the actual problem, if its still slow.
i don’t know much about the compile, but isn’t creating passages a part from the -vis compile?
you probably have too many portals. did you make most of the brushes detail?
if not, start by making everything detail except the skybox. press i to select everything then deselect the skybox, right click in the grid and press make detail.
i suggest you look at this tutorial by EB.
but i’m not sure if it’s part of the -vis compile. someone else probably knows.
well the problem maker is the -vis - filter, i assume i just wont use it, there is nothing 2 filter anyway
no hint / caulk brush anyway atm. if its releted
Im not sure about your specs actually. I would say 512Mb ram sounds very limited to me. Without radiant and firefox, I have 300Mb ram already used by the system and various background processes. That would mean I only have 212Mb left for GTK compile, which eats lots afaik. Maybe try getting more mem (and faster if possible), plus that might also help your computer for other tasks (If ever you work on sound, 2D or video stuff) … or maybe im wrong. :X
PS: Dont rely too much on virtual memory. Using hard drive as ram is just slow as hell !
my comp is about the same as his…2.08ghz amd, 512ram, radeon 9600, 120gb. and i just did a full compile w/o -lomem of my 7000+ brush map w/ windows media, firefox and BT running w/ no problems o0
Hey, Nikita
I think your problem will most likely be related to the way you have constructed your map, whenever you create a brush it is created as a structural brush. Structural brushes produce portals (their shape basically projects in all directions causing portals everywhere), lots of portals will really slow down the compile process and i imagine could result in low memory warnings. When the compile process gets to the vis stage the first analysis it does is of the number of portals, what sort of numbers of portals is showing up when it gets to this stage.
Only items that you need to block visibility need to be structural ie walls etc, small details such a crates, furniture stairs and the like all need to be converted into detail, this can be done by right clicking on the brush and selecting ‘make detail’. I had found out this the hard way when my map St Nazaire was taking about 2 days to compile. that had about 30000 portals but i managed to reduce it down to about 6000 and then it was much more respectable compile time.
Using the filter to filter out the structural brushes and you will be able to see whats detail and whats structural.
Hope this helps you out Nikita.
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