map compile time skyrocketed


(NullZilla) #1

Hey, has anyone else experienced this:

After I converted only about 15 SMALL brushes (walls) from Structural to Detail, the PassagePortalFlow stage of the compile went from taking 34 minutes to 6 hours!!! What’s up with that? Using latest version of Q3Map2 and radiant 1.4.0… Searched but can’t find anything about this


(Detoeni) #2

taking 34 minutes

:eek2:

wow!

I think there was a problem befor you made the change.

if your vis takes longer than 60 seconds then you structual/detail brush work is a bit of a mess.

bergen vis=15 seconds(on not a very big pc)


(NullZilla) #3

wow!

I think there was a problem befor you made the change.

if your vis takes longer than 60 seconds then you structual/detail brush work is a bit of a mess.

bergen vis=15 seconds(on not a very big pc)

Well no it’s a fairly complicated map, about 25,000 brushes most of them detail. 34 minutes didn’t really seem like that much time. remember this is on the “passageportalflow” stage not the “baseportalvis” stage.

everything but “passage portal flow” takes less then 40 seconds.

I just cannot figure out for the life of me why after converting only like 15 SMALL, SQUARE brushes to structural it jumps passageportalflow up to 6 hours. I have a pretty good compiling computer I think, Athlon XP 2800+ Barton, 2.08 ghz, 768megabytes of DDR ram. With a good video card, Geforce 4.

Maybe my GTKradiant is just buggy because it keeps randomly duplicating brushes on me so there will be both a struct and detail brush in the same exact spot causing invisible brush after compile


(nUllSkillZ) #4

You could try to use the brush cleanup tool.


(]UBC[ McNite) #5

Should we mention that nullzilla is the guy who ripped goldrush to supergoldrush 2 and is already doing a next conversion of goldrush? So I guess he s asking for help for his illegal goldrush conversion here… :bash: :bash: :bash:

@ Detoeni: how do you get a vis of 15 secs? Using -fast? I have a visdatasize of 185.000 and VIS stage needs about 4 mins in my map (The River). Well its a large open terrain map with a couple of buildings in the open, maybe its not comparable, but 15 secs :eek2:


(MuffinMan) #6

hehe detoeni the genius - you should have watched our rtcw-eskorte map compile at 30.000 brushes! ;o)


(thore) #7

it really doesn’t matter WHO he is and WHAT he’s done before. this whole goldrush paranoia
thing really gets too big right now :banghead: suspecting everyone to do baaaaad baaaad things
doesn’t help at all. medieval crusades are over…

lay back, calm down, lets have some fun


(Detoeni) #8

@Mcnite: no thats with full vis.

Our rtcw-eskorte map is about twise the size of GR and as muffin said is just under 30000 brushies. Good design and a very good knowledge of how to control vis, goes a long way.

658 portalclusters 
1362 numportals 
3126 numfaces 
2724 active portals 
568 hint portals 
visdatasize:57912 

--- BasePortalVis (2724) --- 
0...1...2...3...4...5...6...7...8...9... (5) 
5 average number of passages per leaf 
2 MB required passage memory 

--- CreatePassages (2724) --- 
0...1...2...3...4...5...6...7...8...9... (1) 

--- PassagePortalFlow (2724) --- 
0...1...2...3...4...5...6...7...8...9... (1) 
creating leaf vis... 
Total visible clusters: 26052 
Average clusters visible: 39 
Writing C:\Program Files\Return to Castle Wolfenstein\Main\maps\beta_wp_die_eskorte_1a.bsp 
9 seconds elapsed 


This was compiled on a 1gig system with 128Mb ram.

So I guess he s asking for help for his illegal goldrush conversion here

Ahha! thanks for the heads up.

@NullZilla
I would give up on this and go and learn to make maps properly.


(blushing_bride) #9

i remember SD mentioning a long time ago that they had special duel processor computers to compile thier maps but they still had to leave them on over night (although i always assumed this was to do the bounce light stage rather then the vis). I still cant imagine how a map vis stage would take so long.

BTW Im really looking forward to seeing this 30000 brush map you lot got in the works.


(Shaderman) #10

i remember SD mentioning a long time ago that they had special duel processor computers to compile thier maps but they still had to leave them on over night (although i always assumed this was to do the bounce light stage rather then the vis). I still cant imagine how a map vis stage would take so long.


(NullZilla) #11

hey the topic here is long vis compiles please do not go off topic. Leave your childish comments to the other thread.


(Detoeni) #12

@blushing_bride. The map is sort of shelved for the time being, really it got too big. Its a lot bigger than most ET maps and it was taking forever to finish.
There are some shots of it here:
http://wolfproject.dirtykillz.de/modules/Galleries/eskorte/page_01.htm

@NullZilla. As I said above your structural/detail brushwork is wrong, the structural layout of your map needs to be as simple as possible, sorry but yours sounds like its in a right mess.
Take a steep back and learning how to make maps properly, it will be a lot more fun than not knowing how to make maps, and getting into problems.

@anyone who’s interested:
Structural brushwork splits the map into leafs which are separated by portals. leafs are used by the game engine to calculate what the player can see in game and are they also used within the bsp to organise information about the map.

By keeping the structural section of the map simple, and effective use of hinting, will lead to a very simple leaf/portal layout, which in turn leads to a more efficient bsp, smaller bsp, quicker vis and light compile times and a faster running map (if you know what your doing).
A full compile for Bergen (without bounce) takes under 15mins (or about the same amount of time as it takes me to make a coffee and drink it), this meant that that testing and debugging could be done a lot quicker.


(NullZilla) #13

sigh are you even listening to what I am saying?

PassagePortalFlow took only 30 minutes. ONLY changes I made was converting 15 SMALL brushes to DETAIL. HOW does that make the PassagePortalFlow stage go up to 6 hours??!

I copied everything into a new map and downloaded a newer version of Q3Map2 and it’s still taking 5 hours for PassagePortalFlow to complete. It hangs when it gets to 9, stays on 9 for like 2 hours before completing.


(]UBC[ McNite) #14

sigh are you even listening to what I am saying?

Do you really think you ll make many friends with this attitude? Offending respected and experienced mappers already in your 12th post?


(thegnat) #15

Expected anything else, McNite?


(]UBC[ McNite) #16

erm, tbh, not at all :smiley:


(Mean Mr. Mustard) #17

sigh are you even listening to what I am saying?

By keeping the structural section of the map simple, and effective use of hinting, will lead to a very simple leaf/portal layout, which in turn leads to a more efficient bsp, smaller bsp, quicker vis and light compile times and a faster running map (if you know what your doing).

There is your answer. By changing 15 ‘small’ brushes to detail has ‘fubarred’ the vis table - making it very complex. It probably added many portals. The more portals, the bigger the bsp tree, the longer the compile times. It’s not the size of the brushes, but how they split the bsp tree…


(cementoske) #18

yeah i don’t think the walls have to be detail… I think it has to be structural.


(NullZilla) #19

There is your answer. By changing 15 ‘small’ brushes to detail has ‘fubarred’ the vis table - making it very complex. It probably added many portals. The more portals, the bigger the bsp tree, the longer the compile times. It’s not the size of the brushes, but how they split the bsp tree…

ok


(NullZilla) #20

Do you really think you ll make many friends with this attitude? Offending respected and experienced mappers already in your 12th post?

You’re an asshole anyway.