insane light compile times


(ronin) #1

This is probaly do to a begginer error I may have overlooked but…
I have fine meta and visibility compiles just a few minutes but lighting is insane like as in days !! I am currently testing it without lights except for a few textures that give off light anf the sky box itself set at 50 light is there any reason for the insane compile times ? is this normal ?

I am running a pentium 3 with 320 running ram and 598 MHZ wiht xp pro os system.
If you can help or have any ideas at all please pass them along. (the light gridsize is set to match the recomened amount in the space section with a chopsize of around 3800 (a divis of 64 don’t exactly rember) thank you again in advance for reading this and at least trying to help.

no leaks-
detail brushes used on interior of map-
no overlaping sky boxes-
and no sky box surface light-
using the ent. sun tech-
total of 3 suns-
a few light giving textures-
around 60 models-
aproxmit size of the space example map-
256 by 256 by (cant rember) light gridsize-
chopsize of 3800 (a divisible of 64 dont exactly rember)-

most of this is pasted from anoter forum but the problem still presist if any one has any ideas of a why this is occuring or how to prevent it please pass it on , thanks in advance for takeing the time to read this post it is appricated.


(ydnar) #2

What version of Q3map2 are you using?

Are you using a front-end application like Q3Map2 Toolz, Q3Map2 Explorer, or Q3Map2Build?

Are you using -light -fast?

y


(ronin) #3

I am using gtkradient for ja ,I also tried jkradient (came with jedi outcast tools ) and yes its on light fast


(ydnar) #4

Download the latest version, always in the sticky thread at the top of this forum. It’s currently at 2.5.10, which fixes a bug present in 2.5.8 and 2.5.9 (which was shipped with GtkRadiant) causing light times to increase by a factor of 10.

Also, what sky shader are you using?

y


(oofunk) #5

You dont say if your using any entitiy lights…

If you had a load of these then compile times will rocket…

Funk


(Hybridesque) #6

I think you are getting entity lights confused with area lights (shader based lighting, q3map_surfacelight [intensity]). -fast alleviates that problem to a certain degree.

|HSO|Hybridesque.


(oofunk) #7

Im not getting entitiy lights confused… ???

At the end of the day i find it easier to try and light with shader controlled lights as opposed to entity lights as i dont like to be near the limits of entities in my maps…


(Emon) #8

Uh, entity lights get removed at compile times, so that can’t happen. Even if they didn’t, they would get removed at run time.


(Machine for to kill) #9

Your computer is one slow piece of shit. Maybe that’s why it takes so long to compile. It’s not a good idea to run WinXP on such a slow system…it might make it even slower.


(damocles) #10

Also make sure you don’t have both -super and -samples in the light phase together. Use one or the other, not both - I’ve been caught by that one before now.