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?
vis time
try using ‘-vis -fast’ (i tihnk it’s the next option in the list) … itll be done in 10 secs 
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
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
ty loffy
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
so again thank you i just wanted to know what make the vis so long, now i know structural 
#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.
@ 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.
danke for that mcnite i didnt know that :o do u lose anything w/ light -fast or -faster?
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.
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.
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 2
.prt 3
.prt 4
.reguler 1 4 a generel preview of what is been displayed in the .prt
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.
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: