MergeMetaTriangles takes long..


(Qexpres) #1

Hey,
I’ve just made a little map to test some stuff. It has a few trigger_hurt’s, a sky, pretty much brushes and a few big patches in it. When I run a “BSP -meta” compile, then it’s all going fast like it should (because it’s still a small map), but when it arrives at MergeMetaTriangles, then it takes a while until it’s completed. I think it’s kinda strange, because I’ve never had this before and I didn’t find any situation like this on this forum.
I thought that brushes I’ve had merged could cause this. I removed all brushes which I had merged, and replaced it by separated brushes. The MergeMetaTriangles went very fast to 1…2… , but after that it slowed down again.

Am I overlooking something or is this a bug?

It would be great if someone could give me some solution to make the MergeMetaTriangles process go faster.

Thanks in advance.

{Just-Me}


(obsidian) #2

Merging brushes should have no effect on the compiling process. That takes place entirely in the editor.

A shot in the dark, but do you use detail brushes? Do you have many overlapping structural brushes?


(Qexpres) #3

I don’t use detail brushes, but does that matter in such a small map?
I don’t have many overlapping brushes; just 2 big waterbrushes which go trough some walls, but after subtracting it, the compile doesn’t go anything faster.
The major map I’m working on is much and much bigger, but when I compile this map, the compile doesn’t waste any time on MergeMetaTriangles.
Thanks for your reply, though. :smiley:
Another shot in the dark would be welcome. ^^

Thanks,
{Just-Me}


(Flippy) #4

maybe you should use detail brushes :stuck_out_tongue: you say you have many brushes… if all of them are structural your going to get problems

(btw, just-me from the long dead clan |?| ? :smiley: If so, groetjes van Nick :wink: )


(SCDS_reyalP) #5

are you using q3map_tessSize or tessSize in the map that takes a long time in MergeMetaTriangles ?


(obsidian) #6

That’s a bit of a brain hiccup, since I was typing that late at night. Detail wouldn’t affect your BSP stage, since it’s mainly a VIS stage optimization. If your VIS stage is slow like molassas, that’s the first thing to check.

Thinking clearly now, have you tried brush cleanup? Should fix some possible bad brushes giving you phantom/orphaned/broken polys.

Also, check your patches. Sometimes, badly manipulated patches can also be a real bugger to track down and fix.

Try limiting the problem areas by temporarily removing bits of architecture and compile to see if that helps. For example, copy and paste all your patches out of the map into another file, and see if it compiles alright or not. You can then determine if it is indeed the patches or something else that is causing your grief. Then maybe slowly copy bits of patches back in and compile to see if it works.

Let us know how things go.


(Qexpres) #7

wooh! The forums are back online!
It’s been a long time since I’ve started this topic, but I know what caused the problem. I used lava with surface lighting, but for a very large brush. :smiley: Probably I should try something simple, because it just takes too long like this. Anyway, thanks for your help.

And yes, I’ve been in |?| :slight_smile: Groetjes van Just-Me / Jasper


(obsidian) #8

You can try creating your own lava shader without surface lights and lower or no tessellations, then manually add a few well placed point lights instead.


(Qexpres) #9

That’s exactly what I did and it looks quite good right now. :slight_smile: Thx for you advise anyway.