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The Old Man
2002-08-31, 23:44
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Guest






Posted: 14 Aug 2002 01:43 am Post subject: compiling

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hi,

i'm doing a final compile for my public beta release for my new map

i'm useing q3map-2b1rc6 and the batch file,
everything works fine but it takes so looooooooooooooooong

visdatasize:2004416
0...1...2...3...4...5...6...7...8...9... (168)
8 average number of passages per leaf
289 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (675)
0...1...2...3...4...

that's what i have after +6h of compiling

i run an amd1700+ with 512ddr-ram and my swapfile is now 1250mb's

is this normal or should i try a newer q3map? i've downloaded the 2.3.0-a12-pr. maybe i'll try that one this night

thanks anyway

Naiko

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naiko



Joined: 05 Aug 2002
Posts: 6

Posted: 14 Aug 2002 06:06 am Post subject:

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it has been 10h now compiling this map, what's the problem, 2 many light? 2 big?

visdatasize:2004416
0...1...2...3...4...5...6...7...8...9... (168)
8 average number of passages per leaf
289 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (675)
0...1...2...3...4...5...

when i open my taskmanager, q3map.exe has 229.700kb ram usage and most of the time 2% cpu usage and sometimes up to 99% i just don't get it, it's advancing at all, i hope the results will be very good

naiko

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Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 14 Aug 2002 06:06 am Post subject:

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This is caused by too many oddly shaped structural brushes making the vis way too complicated. You should use the caulk hull technique. Basicly you make everything except the outer bounding box detail then use structural caulk brushes to controll where the vis is split. Caulk brushes can be superimposed over your textured brushes and as long as they dont protrude into the interior they wont be drawn. Use the filter to filter out details or structure as needed. Dont forget the portal viewer. The portal file is normaly deleated during compile but if using wolfcompile you can tell it to save the .prt file.

My compile time went from 22+ hours to less than half an hour, and the map performed better using this technique. : )

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naiko



Joined: 05 Aug 2002
Posts: 6

Posted: 14 Aug 2002 06:35 am Post subject:

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i did use the caulk texture often, i only texturized the visible sides, or do you mean something else?

i think i'll stop the compiling now, and use wolfcompile with the latest q3map build. but wolfcompile has so many options, and i don't understand them all. i used the gtkbsp BSP,-vis, -fast, -light, -extra, compiling time was about 30 minutes then.

gonna play some rtcw now, computer had been compiling too long, it needs his dayly dosis of rtcw

naiko

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Ghast



Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 14 Aug 2002 06:42 am Post subject:

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deja vu? *G*

When you say caulk hull, I thought it was simply a matter of cloning a brush but using the caulk texture to create an unseen doppelganger?

When you mention brushes protruding (intruding? *G*), it was my understanding that overlapping caulk brushes impeded compile times even more than overlapping non-caulk textured brushes?

My current map has no portals yet is very quick to compile, whether it is because of natural vis spliting is align well with the map grid I don't know???

Would love to try latest tools but again 1.2.9 either downloads corrupted or connection with server is broken during last 20 min! I am sooooo frustrated! Must get DSL or different hobby *LOL*

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demonspawn



Joined: 12 Aug 2002
Posts: 11

Posted: 14 Aug 2002 07:29 am Post subject:

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This could also be caused by your structural brushes colliding into your terrain brushes.
If your house brush intersects with your terrain then during your compile the engine splits the terrain brush up according to what it thinks are areas that the user can navigate around.
You could have millions of little poly's being calculated during your compile... well 2.004416 million to be precise

To fix this remove the terrain that intersects with the house and build a patch surface to fill in any gaps.

Hope this helps

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Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 14 Aug 2002 07:48 am Post subject:

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The caulk hull can be a clone of a detail brush but it doesnt have to be. It all depends on how you want to split up vis. There is no need to have caulk brushes overlap each other. They can overlap textured brushes and often must for this to work. I know it sounds wrong but it works. : )

Last edited by Midnight_Oil on 14 Aug 2002 03:02 pm, edited 1 time in total

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Guest






Posted: 14 Aug 2002 08:02 am Post subject:

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Quote:
Caulk brushes can be superimposed over your textured brushes and as long as they dont protrude into the interior they wont be drawn.


They won't be drawn even if they do. There will be HOM, but the brushes won't be drawn.

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Detoeni



Joined: 04 Aug 2002
Posts: 28
Location: U.K.
Posted: 14 Aug 2002 08:06 am Post subject:

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Hi
Theres a good guide to using hull caulking here

http://www.quake3world.com/ubb/Forum6/HTML/020488.html

ope this helps
Dt

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Ghast



Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 14 Aug 2002 09:42 am Post subject:

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A couple months ago it was suggested that putting a caulk brush inside a railing or fence post etc would create a better shadow? Don't know if this is still true or if caulk only now affects vis splits???

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Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 14 Aug 2002 02:54 pm Post subject:

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I dont think I would do that, Ghast
It would complicate the vis needlessly. A better way is to make the railing, or whatever a function group and give it a higher lightscalemap value. Im not sure the values to use, omnix is the expert here.

*btw* nice link Detoeni. I have seen that but others may not have : )

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Ghast



Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 14 Aug 2002 07:43 pm Post subject:

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I downloaded the html version, they hadn't had that before, thanks!

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naiko



Joined: 05 Aug 2002
Posts: 6

Posted: 14 Aug 2002 07:54 pm Post subject:

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thanks guys for all your help here

well, i used some more caulk textures on a lot of small brushes, and i used the latest q3map build, the time was reduced to -> 4318 seconds

so expect my beta in a few days

-naiko-