Map won't compile lights


(Locke) #1

Usually my map has compiled just fine, but now it will only compile it under the most basic options that doesn’t include the lighting. I figure it has to be because of something I’ve added since the last time I complied it to test the lighting, but I have no clue what messed it up. When it opens up the command prompt when compiling the lights, it gets to the “IlluminateRawLightmap” part, and starts the counting “0…1…2…3…4…5…6…7…8…9…” but nothing happens after 9. No error message comes up, but it never progresses past this, even when I leave my computer on all day.
Here’s the console:

Setting up
Listening...
=== running build command ===
"C:/Program Files/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game et -fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory/" -fs_game etmain -light -faster -external -lightmapsize 256 "C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map"
Connected.
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
--- InitPaths ---
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/

--- Light ---
Faster mode enabled
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Map has shader script C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/../scripts/q3map2_airstrip.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/ds_bunkers.shader
entering scripts/ds_bunkers_b2_levelshots.shader
Script file scripts/desert_sd.shader was not found
entering scripts/et_beach.shader
Script file scripts/mp_beach.shader was not found
     2057 shaderInfo
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/airstrip.bsp
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/airstrip.srf
--- LoadMapFile ---
Loading C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
entering C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
      105 light entities
--- SetupBrushes ---
     1948 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
     7242 surfaces
     5804 raw lightmaps
      802 surfaces vertex lit
     6440 surfaces lightmapped
     6227 planar surfaces lightmapped
      137 non-planar surfaces lightmapped
       76 patches lightmapped
       53 planar patches lightmapped
--- SetupTraceNodes ---
   443348 trace windings (111.62MB)
   807248 trace triangles (67.75MB)
   192474 trace nodes (11.75MB)
    93972 leaf nodes (5.74MB)
        4 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
   137385 grid points
--- CreateLights ---
Sun: textures/skies/sd_wurzburgsky
     1310 point lights
        0 spotlights
     3670 diffuse (area) lights
       11 sun/sky lights
--- SetupEnvelopes (fast) ---
     4936 total lights
       55 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (110)
129 x 71 x 15 = 137385 grid
669275907 grid points envelope culled
        0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (4)
   677631 luxels
   484704 luxels mapped
    16539 luxels occluded
--- SetupEnvelopes (fast) ---

Any help would be greatly appreciated.


(Diego) #2

It looks like it was going ok. How much memory do you have on your computer? Maybe you can try the “-lomem” option. That option will probably make the compile run 4 x slower, but if you only have 1 gig of ram, that might be the only way to get it to work.

You can also try the option “-sunonly” for a faster compile test. If this work, then maybe the problem lies with one of your point lights.

Bad portal files can prevent you from getting a light compile altogether. Although I don’t think you would have gotten as far as you did with a bad one. The light compile would normally error out pretty quickly if that were the case.

Another thing you can try:

Draw a large caulk box inside you skybox. Block off half your map with the caulk box. The compiler will ignore anything inside this box. You can go ahead an apply the sky shader to the visible faces of the box so you don’t get the HOM effect. If it compiles, start making the caulk box smaller, and move it around so that it blocks out different parts of your map. If there is a corrupt entity messing up your compile, this method should help you find it.


(masterkiller) #3

Hello,

I will try that!

Grid size = { 64, 64, 128 }
to
Grid size = { 128, 128, 256 }

“gridsize” granularity of the light grid created by q3map. Values of three intergers by spaces, represents number of units between grid points in X, Y and Z. Default gridsize is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.


(Detoeni) #4

also compile in a clean install of ET with no custom maps. Your log shows q3map2 is trying to read from 6 shader lists, never a good thing.


(Locke) #5

Okay, I’ll use a clean install of ET in the future, but for now I want to work this out first. The install shouldn’t be a problem, since it has worked up until this point.
My memory should be fine, cause I have 3GB of RAM, so that shouldn’t be the problem. I’m not really sure how to do the “-sunonly” option though, I’m kind of a newbie mapper.

I tried the caulk box idea, and for it to be able to compile the map, i need to have a pretty giant caulk box that covers a large portion of my map. Does this mean that there are many things in my map that aren’t working correctly? What I can’t figure out, is that the caulk box has to include many areas where I haven’t even put in any lights or light textures, so I can’t understand why including those brushes would stop the map from compiling lights. Plus, a large amount of the stuff in the caulk box has been in my map since before this problem, and I was able to compile fine then. But not now. :confused: Any idea what’s going on?

Hello,

I will try that!

Grid size = { 64, 64, 128 }
to
Grid size = { 128, 128, 256 }

Ummm… what…?


(-SSF-Sage) #6

Based on the HUGE lightmap datasize vs the amount of surfaces, my guess is that all your brushes are structural. You will never be able to compile a playable map with that memory usage. So do a search on structural vs. detail brushes and fix it (for other sakes too).

If that is not the case you are probably abusing surfacelight shader command or you have done something else messy.


(Locke) #7

Based on the HUGE lightmap datasize vs the amount of surfaces, my guess is that all your brushes are structural. You will never be able to compile a playable map with that memory usage. So do a search on structural vs. detail brushes and fix it (for other sakes too).

If that is not the case you are probably abusing surfacelight shader command or you have done something else messy.

Okay, I changed most of my brushes to detail except for the ones I need structural, but I still have the same problem. What is the surfacelight shader command?

Any other ideas? :confused:


(Diego) #8

C:/Program Files/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game et -fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory/" -fs_game etmain -light -faster -external -lightmapsize 256 "C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map"

This is your command you are executing. Add -sunonly after the -light. Are you running this through the radient editor, or a batch file? You can use notepad to create a batch file by saving a text document with the .bat file extension. Add that command in there and run it through the command prompt.

There is also a handy tool called q3mapgui. It has a graphic interface for picking your compile options.


(Locke) #9

So after leaving it compiling over night, it would seem that it actually DOES work, it just takes about 4 1/2 hours to compile. Obviously this is a bit ridiculous. There must be something wrong, since it used to take about 15-30 minutes to compile this way, but now it has jumped to over 4 hours. Here’s the console:

Setting up
Listening...
=== running build command ===
"C:/Program Files/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game et -fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory/" -fs_game etmain -light -faster -external -lightmapsize 256 "C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip.map"
Connected.
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
--- InitPaths ---
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/
VFS Init: C:/Program Files/Wolfenstein - Enemy Territory//etmain/

--- Light ---
Faster mode enabled
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Map has shader script C:/Documents and Settings/Owner/Desktop/airstrip3/../scripts/q3map2_airstrip.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/shaderlist.txt (3)
entering scripts/shaderlist.txt (4)
entering scripts/shaderlist.txt (5)
entering scripts/shaderlist.txt (6)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
entering scripts/ds_bunkers.shader
entering scripts/ds_bunkers_b2_levelshots.shader
Script file scripts/desert_sd.shader was not found
entering scripts/et_beach.shader
Script file scripts/mp_beach.shader was not found
     2057 shaderInfo
Loading C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip.bsp
Loading C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip.srf
--- LoadMapFile ---
Loading C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip.map
entering C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip.map
      105 light entities
--- SetupBrushes ---
     1959 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
     7308 surfaces
     5871 raw lightmaps
      773 surfaces vertex lit
     6535 surfaces lightmapped
     6431 planar surfaces lightmapped
       28 non-planar surfaces lightmapped
       76 patches lightmapped
       53 planar patches lightmapped
--- SetupTraceNodes ---
   513420 trace windings (129.26MB)
   954367 trace triangles (80.09MB)
   201786 trace nodes (12.32MB)
   100894 leaf nodes (6.16MB)
        5 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
   137385 grid points
--- CreateLights ---
Sun: textures/skies/sd_wurzburgsky
     1317 point lights
        0 spotlights
     3677 diffuse (area) lights
       11 sun/sky lights
--- SetupEnvelopes (fast) ---
     4951 total lights
       54 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (179)
129 x 71 x 15 = 137385 grid
674509835 grid points envelope culled
        0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (8)
   689421 luxels
   492230 luxels mapped
    20073 luxels occluded
--- SetupEnvelopes (fast) ---
     4951 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (15267)
   689421 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (178)
    89631 vertexes illuminated
   259383 lights plane culled
 32314386 lights envelope culled
        0 lights bounds culled
        0 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0000.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0001.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0002.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0003.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0004.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0005.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0006.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0007.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0008.tga
writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip/lm_0009.tga
projecting...done.
   542302 luxels used
        0 luxels stored (0.00 percent efficiency)
     1770 solid surface lightmaps
     2249 identical surface lightmaps, using 46029 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
       10 BSP lightmaps
       10 total lightmaps
      209 unique lightmap/shader combinations
Writing C:/Documents and Settings/Owner/Desktop/airstrip3/airstrip.bsp
Wrote 6.5 MB (6828044 bytes)
    15665 seconds elapsed
Disconnecting
Connection closed.

Any idea what’s making it take so long? Or any tips on getting it to compile faster, or reducing my lightmap size?


(-SSF-Sage) #10

Hand over the files in private message and I’ll take a look at it.


(Diego) #11

4.5 hours is nothing. I’ve had maps take over 24 hours to compile the light. 12 hours is typical for me, But for testing purposes, I’m usually compiling sun only, or no bounce light and that keeps the compile time to 1-2 hours.


(-SSF-Sage) #12

Just as I guessed. The brushwork and structural vs detail could be improved, but that is not the problem. The biggest problem is surfacelights.

You have so many of those lights everywhere that uses the “light textures” (surfacelight) (especially on the strip). That sure slows down a lot. Would probably make it a bit faster if you selected a shader with no surfacelight and added a light entity instead. Also you could remove every second light from the fence. And reduce the amount of lights in general. Pretty much you could remove every second light from the whole map and nobody would notice anything missing. Otherwise I don’t see any major problems.


(Locke) #13

Ah, okay, that makes sense. Sorry, didn’t know what you meant by surfacelights. I’ll get right to fixing that :slight_smile:

I can’t thank you guys enough for your help


(Diego) #14

Yeah, I use a lot of surface lights too. Hence the compile times.


(Locke) #15

So I took out the surface lights, but I’m still getting ridiculously long compile times. I just ran the -light-faster- compile for all day and night, and it still didn’t complete. Here’s the console:

Setting up
Listening...
=== running build command ===
"C:/Program Files/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game et -fs_basepath "E:/GtkRadiant/Wolfenstein - Enemy Territory/" -fs_game etmain -light -faster -external -lightmapsize 256 "E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map"
Connected.
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
Last one turns the lights off
--- InitPaths ---
VFS Init: E:/GtkRadiant/Wolfenstein - Enemy Territory//etmain/
VFS Init: E:/GtkRadiant/Wolfenstein - Enemy Territory//etmain/

--- Light ---
Faster mode enabled
Storing all lightmaps externally
Default lightmap size set to 256 x 256 pixels
Storing all lightmaps externally
Map has shader script E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/../scripts/q3map2_airstrip.shader
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/_unsorted.shader
entering scripts/alpha.shader
entering scripts/alpha_sd.shader
entering scripts/assault.shader
entering scripts/assault_rock.shader
entering scripts/awf_props.shader
entering scripts/battery.shader
entering scripts/battery_wall.shader
entering scripts/bbmodels_mapobjects.shader
entering scripts/blimp.shader
entering scripts/bunker_sd.shader
entering scripts/castle_door.shader
entering scripts/castle_floor.shader
entering scripts/castle_window.shader
entering scripts/castle_wood.shader
entering scripts/chat.shader
entering scripts/chat_window.shader
entering scripts/chat_wood.shader
entering scripts/chateau.shader
entering scripts/common.shader
entering scripts/decals.shader
entering scripts/doors.shader
entering scripts/eerie.shader
entering scripts/egypt_door_sd.shader
entering scripts/egypt_floor_sd.shader
entering scripts/egypt_props_sd.shader
entering scripts/egypt_rock_sd.shader
entering scripts/egypt_trim_sd.shader
entering scripts/egypt_walls_sd.shader
entering scripts/egypt_windows_sd.shader
entering scripts/egypt_wood_sd.shader
entering scripts/factory_sd.shader
entering scripts/fueldump.shader
entering scripts/gfx_2d.shader
entering scripts/gfx_clipboard.shader
entering scripts/gfx_damage.shader
entering scripts/gfx_hud.shader
entering scripts/gfx_limbo.shader
entering scripts/gfx_misc.shader
entering scripts/goldrush.shader
entering scripts/icons.shader
entering scripts/levelshots.shader
entering scripts/lights.shader
entering scripts/liquids.shader
entering scripts/liquids_sd.shader
entering scripts/mapfx.shader
entering scripts/metal_misc.shader
entering scripts/metals_sd.shader
entering scripts/miltary_door.shader
entering scripts/miltary_trim.shader
entering scripts/miltary_wall.shader
entering scripts/models_ammo.shader
entering scripts/models_foliage.shader
entering scripts/models_furniture.shader
entering scripts/models_mapobjects.shader
entering scripts/models_multiplayer.shader
entering scripts/models_players.shader
entering scripts/models_shards.shader
entering scripts/models_weapons2.shader
entering scripts/mp_goldrush.shader
entering scripts/mp_guns.shader
entering scripts/mp_railgun.shader
entering scripts/mp_rocket.shader
entering scripts/mp_seawall.shader
entering scripts/mp_siwa.shader
entering scripts/mp_wurzburg.shader
entering scripts/props.shader
entering scripts/props_sd.shader
entering scripts/radar.shader
entering scripts/railgun_props.shader
entering scripts/railway_sd.shader
entering scripts/rock.shader
entering scripts/rubble.shader
entering scripts/seawall_wall.shader
entering scripts/sfx.shader
entering scripts/shadows.shader
entering scripts/siwa_fx_sd.shader
entering scripts/siwa_props_sd.shader
entering scripts/siwa_skyboxes_sd.shader
entering scripts/skies.shader
entering scripts/skies_sd.shader
entering scripts/snow.shader
entering scripts/snow_sd.shader
entering scripts/sprites.shader
entering scripts/stone.shader
entering scripts/swf.shader
entering scripts/temperate_sd.shader
entering scripts/terrain.shader
entering scripts/textures.shader
entering scripts/tobruk_wall_sd.shader
entering scripts/tobruk_windows_sd.shader
entering scripts/town_props.shader
entering scripts/town_roof.shader
entering scripts/town_wall.shader
entering scripts/town_window.shader
entering scripts/town_wood.shader
entering scripts/tree.shader
entering scripts/ui_assets.shader
entering scripts/ui_assets2.shader
entering scripts/villa_sd.shader
entering scripts/village.shader
entering scripts/wood.shader
entering scripts/xlab_door.shader
entering scripts/xlab_props.shader
entering scripts/xlab_wall.shader
     2026 shaderInfo
Loading E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.bsp
Loading E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.srf
--- LoadMapFile ---
Loading E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
entering E:/GtkRadiant/Wolfenstein - Enemy Territory/etmain/maps/airstrip.map
      156 light entities
--- SetupBrushes ---
     5080 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
    17863 surfaces
    13886 raw lightmaps
     1855 surfaces vertex lit
    16008 surfaces lightmapped
    15190 planar surfaces lightmapped
      232 non-planar surfaces lightmapped
      586 patches lightmapped
      248 planar patches lightmapped
--- SetupTraceNodes ---
  1072065 trace windings (269.91MB)
  2002792 trace triangles (168.08MB)
   439550 trace nodes (26.83MB)
   219776 leaf nodes (13.41MB)
        4 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
   706707 grid points
--- CreateLights ---
Sun: textures/skies/sd_wurzburgsky
      984 point lights
        4 spotlights
    10361 diffuse (area) lights
       11 sun/sky lights
--- SetupEnvelopes (fast) ---
    11326 total lights
       34 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1743)
153 x 149 x 31 = 706707 grid
-608419264 grid points envelope culled
        0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (36)
  1996921 luxels
  1250926 luxels mapped
    66306 luxels occluded
--- SetupEnvelopes (fast) ---
    11326 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...Connection closed.

It is still taking a very long time during the IlluminateRawLightmap part. Now that all surface lights are deleted, does anyone else have tips on reducing this map’s apparent 16+ hour compile?


(stealth6) #16

maybe you could post the .map source and somebody else can give it a shot?


(Locke) #17

Yeah, that’s no problem:

http://www.filefactory.com/file/b1828cf/n/airstrip.map


(Blowfish) #18

Without the textures, shaders, models etc I did a compile (fast vis) in 2-3 minutes.


(stealth6) #19

ok first off, finished the meta compile, you have 2 models that were partly inside structural brushes ( = map leak)

You seem to have quite a few T-juncs so you might want to checkout how to fix that.

The roof, is way too high, I’m not usre what you wish to accomplish with this?
Also the skybox can be made smaller to fit your map, atm you have a huge empty space next to the L shape of your map.

you also might want to review blocking vis xD, you’re fps is probably not very good :s
making something detail means that it doesn’t block vis, but sometimes it’s interesing to put a structural brush behind it made of caulk to block vis (this advice could be applied to that little river valley thing in front of allied spawn.

trying light compile atm (-light fast)

EDIT: another thing, you have alot of coronas :smiley: I can understand them being on the runway, but you have them literally on every light :smiley:
I don’t really think players go around checking if lights have coronas :smiley:

EDIT2: the compile seems to be stuck :smiley: took around 5 minutes to get to the last stage
now it just says IlluminateRawLightMap 0…1…2…3…4…5…6…7…8…9… And then nothing :smiley:

EDIT3: What do we have here?
http://games.chruker.dk/enemy_territory/limits.php
Your Entities 1259 Possible cause?
naa goldrush has way more ! 2720

EDIT4: Tried some stuff but still can’t get it to compile, sleep now… will try again tomorrow


(Locke) #20

Without the textures, shaders, models etc I did a compile (fast vis) in 2-3 minutes.

All compiles except for ones including lights seem to compile fine.

ok first off, finished the meta compile, you have 2 models that were partly inside structural brushes ( = map leak)

The roof, is way too high, I’m not usre what you wish to accomplish with this?
Also the skybox can be made smaller to fit your map, atm you have a huge empty space next to the L shape of your map.

I just haven’t gotten around to making the skybox smaller or the roof lower, I just stretched it out so I would have the room if i needed it, I plan on lowering it at some point. Same with the models, I saw the errors, I just hadn’t gotten around to it yet…

you also might want to review blocking vis xD, you’re fps is probably not very good :s
making something detail means that it doesn’t block vis, but sometimes it’s interesing to put a structural brush behind it made of caulk to block vis (this advice could be applied to that little river valley thing in front of allied spawn.

I’ll do that, thanks.

EDIT: another thing, you have alot of coronas I can understand them being on the runway, but you have them literally on every light
I don’t really think players go around checking if lights have coronas

The lights on the runway aren’t actually surface lights, but I guess I could remove the coronas if that would speed things up. I got rid of all my surface lights when someone said they might be causing the problem, but is there really any downside to using surface lights beside increasing compile time?

EDIT3: What do we have here?
http://games.chruker.dk/enemy_territory/limits.php
Your Entities 1259 Possible cause?
naa goldrush has way more ! 2720

I did worry about the entity limit, but if goldrush has so many, do I really have to worry about my entities going over?

EDIT2: the compile seems to be stuck took around 5 minutes to get to the last stage
now it just says IlluminateRawLightMap 0…1…2…3…4…5…6…7…8…9… And then nothing

Yep, that’s basically what happens to me. Recently I found out that it was just taking a long time at this step, so if I left it on overnight it would compile eventually. But now, even after leaving it compiling for around 16 hours, it never completes. So either it can’t compile under any of the options using light for some reason, or it’s taking longer than 16 hours to do it. Both of these are bad, i think. Thanks for helping, I can’t figure it out on my own.