vis time


(nikita) #1

my -vis compile take hours on hours
is there a way that it wont be SO long. like some kinda trick or another compile/compiler?


(retredmadcat) #2

try using ‘-vis -fast’ (i tihnk it’s the next option in the list) … itll be done in 10 secs :clap:


(nikita) #3

ty but i guess there must be a huge diffrence for this compile = fast take me 20 seconds
and reguler vis take me 20 hours


(Loffy) #4

nikita, hi. this could be an example of the classic problem with too many structural brushes.
Do you know a little about so called detailed brushes and structural brushes? If not, search the forum and read/lear some.
In short, all brushes that you create are by default structural. They force the compile to do a vis-split. If you have many structural brushes, e.g. a stair with many details, a complicated fence with many details etc., these details will all create vis-splits. And compiling time will be long.
You can select a brush in the editor and turn it into a detailed brush by Ctrl + M (I use radiant version 1.4).
You can toggle detailed brushes visible/not-visible in the editor by Ctrl+D (1.4). That way you can identify what brushes are detailed or strucutral.
You could load the goldrush map that came with the game and toggle detailed brushes on/off to see what the map looks like.
//Loffy


(nikita) #5

ty loffy :slight_smile: u didnt tell me something i didnt know but 1 thing that the strucatel brush make the problem
never the less i use radinat 1.5 . am doing filter detiles and every strucatuel brush i have as supportive such as window or decorivtive door
or stairs etc… i make detiels :slight_smile: so again thank you i just wanted to know what make the vis so long, now i know structural :smiley:


(EB) #6

#0. GoTo: Edit > Preferences > BSP Monitoring and make sure that the box that says “Stop compiliation on leak” has a check mark next to it.
#1. Load the map in radiant.
#2. Use the brush cleanup tool 3 times in a row.
#3. Then compile the map with “BSP-meta”.
#4. If there are no leaks, continue. Otherwise fix leaks and re-compile.
#5. GoTo: Plug-ins > PRTVIEW > load .PRT and click “ok”.
#6. Take a few random screenshots of your map, with the 3D editor window maximized and then post them here.
#7. Wait for replies.


(]UBC[ McNite) #7

@ retredmadcat: a VIS compile with -fast means that you don’t get any VIS-blocking in your map. You really do not want that, because it will make your FPS drop incredibly, and that s just the plain obvious problem.


(Futan) #8

danke for that mcnite i didnt know that :o do u lose anything w/ light -fast or -faster?


(]UBC[ McNite) #9

Afaik the -fast in the LIGHT stage only makes things faster.
For the VIS thing: you should test your compiles with cg_drawfps 2 anyways, and if you do so, you ll see the difference. Another way to see that difference is to use r_showtris 2 (I use a toggle: bind j “r_showtris 2” and bind k “r_showtris 0”). Showtris 2 will give you all the triangles the engine actually calculates in the game.

Here s my everyday test compile settings which already produces goodlooking maps:
BSP -meta -v
VIS -v
LIGHT -fast -v

And, yea, I use a frontend for compiling (q3map2build by bobdev) because compiling within Radiant takes a lot more time and you cant really select your compile options.

About the -safeprt: I dont like that one because i think the prt-viewer is really messy. I prefer the BSP -debugportals switch because then you can see the portals in ET while running the map.


(SCDS_reyalP) #10

vis -fast is OK for testing (assuming you don’t care about FPS) but shouldn’t be used for performance tuning or final compiles.

You can edit/add items to the GTK radiant compile menu. As long as you have enough RAM, compiling from radiant doesn’t take any longer than compiling with some other fronteand.


(nikita) #11

well eb ur request , the prt file and screens
what is that mean? all these colors and stuff plz shade some light on this problem.

.prt 1

.prt 2

.prt 3

.prt 4

.reguler 1 4 a generel preview of what is been displayed in the .prt


(Loffy) #12

In the image ebresuest5.jpg, the triangular thing on the floor, I would select it and turn it into detailed brush.
The colours, I guess they are random, but I do not know.
Have you seen this one?:
http://dynamic.gamespy.com/~manstein/include.php?path=content/articles.php&contentid=203&PHPKITSID=304583be998dbad39312a097c3bf6a6d

//L.


(]UBC[ McNite) #13

compiling from radiant doesn’t take any longer than compiling with some other fronteand.

Last time i had a compile with Radiant it was working on it for 45 mins and not finished… without radiant it was done in 5 mins (pretty much the same switches). Especially the use in RAM was significantly different: with radiant it maxed out my system, with q3map2 and frontend it used only half of my memory.
Anyways, that was back in like 2004, so maybe it was a borked version of radiant :bump: