Ridiculously long compiling of a small map.

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Ridiculously long compiling of a small map.

Postby hauerek on Wed Jul 11, 2012 8:11 am

Hi there! Im currently in the process of making my first map and i've run into a bit of a problem, namely my still quite small(2500x2500) open map with almost nothing in it yet takes ridiculously long to render and the process itself is taking up 99% of my processing power.

The funny thing is the map takes like 8 seconds to render if there are leaks in it but it all goes crazy once i seal it.. anny suggestions?
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Re: Ridiculously long compiling of a small map.

Postby Armageddon on Wed Jul 11, 2012 8:34 am

Can we have some pictures of your map? It could be because some things are not func_detail. Or it could be because you have a terrible computer.
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Re: Ridiculously long compiling of a small map.

Postby hauerek on Wed Jul 11, 2012 8:43 am

Image

Like I said, there is almost nothing there yet so the long compile time is just weird... The pillars are func_details and the skybox is a 3d, not 2d so it also shouldnt be a problem.

The thing that i find strangest is that the map compiles in a couple of seconds once i create a leak anywhere.

EDIT: Seems ive posted this in the wrong section, sorry about that :(
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Re: Ridiculously long compiling of a small map.

Postby zombie@computer on Wed Jul 11, 2012 11:20 am

You only func_detailed the pillars? Cuz 99% of what i see should be func_detail. By not func_detailing enough you create extra visleaves that need to be compiled, hence, longer compile times. Oh, and yes, adequate func_detailing is the difference between compiling in seconds and compiling in hours.
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Re: Ridiculously long compiling of a small map.

Postby hauerek on Wed Jul 11, 2012 11:36 am

Um.. really? Im new to this but i seem to remember reading somewhere that func_detail should be mainly used for stuff like pillars and details on walls and such, not really sure what else should i func_detail here, im pretty sure not the brushes making the walls or the grass? :P

EDIT: I "detailed" parts of my walls and modified them a bit and the problem seems to be gone now. I never would have guessed a little thing like this would make such a HUGE difference in such a small level :shock:
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Re: Ridiculously long compiling of a small map.

Postby LordDz on Wed Jul 11, 2012 2:55 pm

After you've compiled, go to Map -> Load Portal File.
Then you can see how the portals look, you're recommended to not have many very small portals, as for example, if you see that a small brush has caused a lot of small portals around it, consider func_detailing it.

Just don't go crazy and func_detail everything, that will make your level lag a lot ingame.
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Re: Ridiculously long compiling of a small map.

Postby Sathor on Wed Jul 11, 2012 5:20 pm

Which engine version did you use, anyway?

The newer ones - like Portal 2 and CS:GO are much faster on VVIS than the older variants.
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Re: Ridiculously long compiling of a small map.

Postby shadowmancer471 on Wed Jul 11, 2012 5:58 pm

I think now would be a good time to learn optimization, particularly how func_detail affects VVIS and understanding visleafs.
Once you've nailed brush manipulation, texturing and loading models, the next most important thing is understanding how the engine renders your map, and how to use techniques to make your map run and compile a hell of a lot faster

It's a complete ballache to learn and understand, but once you've nailed it you can map with greater efficiency and the final product will be better tenfold
http://rvanhoorn.ruhosting.nl/optimization.php
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Re: Ridiculously long compiling of a small map.

Postby hauerek on Wed Jul 11, 2012 9:36 pm

Thanks for the tips guys, it propably is best to learn some optimization early on than to create a level and have to spend just as much time optimizing it as it took to make it.

And I'm using 2007 Engine for HL2. And that brings me to another question - what is the PRACTICAL difference between using to 2007 and 2009 one besides being able to access the source code for mods?
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