Not a "I got this weird compile error" just a compile question.

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
Whenever I compile my map, the "portal vis" or whatever takes about 20 minutes. Any idea how I can optimise this or fix it?
 

Altaco

L420: High Member
Jul 3, 2008
484
120
This basically means you have a lot of visleaves. You probably have some complicated geometry (like stairs, angular shapes, anything significantly more complicated than a block) which splits up the map and causes extra calculations. You can fix this by making complex geometry (which doesn't seal the map from the void) func_detail entities.

See this tutorial for help on optimization, which done properly can reduce your compile time to a fraction of what it is now and increase ingame performance: http://optimization.interlopers.net/index.php?chapter=intro
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
This basically means you have a lot of visleaves. You probably have some complicated geometry (like stairs, angular shapes, anything significantly more complicated than a block) which splits up the map and causes extra calculations. You can fix this by making complex geometry (which doesn't seal the map from the void) func_detail entities.

See this tutorial for help on optimization, which done properly can reduce your compile time to a fraction of what it is now and increase ingame performance: http://optimization.interlopers.net/index.php?chapter=intro
Ooh! This is very helpful, (I have a lot of curves) but 1 thing, I thought "Func detail" makes them so you can walk through them. Am I just mistaken?
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Yes your wrong, func_details act just like normal brushes (except for a little bug i think), that means their totally solid. The only thing they do is tell the compiler to ignore them when making the visibility calculation, so there is less brushes to calculate.
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
Yes your wrong, func_details act just like normal brushes (except for a little bug i think), that means their totally solid. The only thing they do is tell the compiler to ignore them when making the visibility calculation, so there is less brushes to calculate.
Well, I did that, but the thing right after baseportal flow takes a ridicuously long time to compile (fifteen minutes). What else can I do?
 

Altaco

L420: High Member
Jul 3, 2008
484
120
After you compile, go to map > load portal file. This will let you see the way visleaves are being cut up and find what geometry is causing it.

I suppose also make sure you don't have any leaks.
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
Well, I did that, but the thing right after baseportal flow takes a ridicuously long time to compile (fifteen minutes). What else can I do?

Unfortunately, this is normal (well the length of time depends on your CPU and RAM). When i compiled a map for a friend a while ago (his comp was rubbish), the vis part of the compile took me 15mins (and my hammer appeared to be not responding) but i left it on, went to the shops and when i came home it had finished.

Basically, the vis part is one of the most important parts, as it determines what is visiable. My compile times as slightly quicker cause i use areaportal brushes w/func_areaportal applied to them, hint/skip brushes to divide visleaves ect.

But, the timeframe of 15mins for me only applies to BIG maps, small maps take around 2 to 3 mins, and test maps like small maps i make to test something out with 1 or 2 rooms take seconds to compile (maybe a minute with HDR enabled)

Maybe if you listed your comp spec we may be able to tell you if your comp is up to the task of compiling.
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
Unfortunately, this is normal (well the length of time depends on your CPU and RAM). When i compiled a map for a friend a while ago (his comp was rubbish), the vis part of the compile took me 15mins (and my hammer appeared to be not responding) but i left it on, went to the shops and when i came home it had finished.

Basically, the vis part is one of the most important parts, as it determines what is visiable. My compile times as slightly quicker cause i use areaportal brushes w/func_areaportal applied to them, hint/skip brushes to divide visleaves ect.

But, the timeframe of 15mins for me only applies to BIG maps, small maps take around 2 to 3 mins, and test maps like small maps i make to test something out with 1 or 2 rooms take seconds to compile (maybe a minute with HDR enabled)

Maybe if you listed your comp spec we may be able to tell you if your comp is up to the task of compiling.
My specs: 1.7 ghz quad core procecsor.
4 gb of ram
Nvidia 9500 GT (Although that doesn't have to do with compiling)
Also: My map is one fourth max size, it is quite large.
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
hmm 1.7ghz quad core?

Whats the CPU model? because your CPU seems to be underclocking (i dont think there is a quad core processor with a stock clock of 1.7ghz)
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
OK: Problem solved. I removed all water and things worked just fine, compiled near instantly.
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
hmm 1.7ghz quad core?

Whats the CPU model? because your CPU seems to be underclocking (i dont think there is a quad core processor with a stock clock of 1.7ghz)

NM its 1.8 ghz. not 1.7. If I get brave, I might over clock it.
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
The thing is, iv never heard of a 1.8ghz Quad CPU, so im thinking that you have SpeedStep enabled (which underclocks your CPU). I had a similar problem, and had to go into BIOS and disable it.

At the time, my Q6600 was running at 1.2ghz, despite being a 2.4ghz processor. Disabling Speedstep meant it ran everything with 2.4ghz of power.

If this may be the case with you, then it would mean your compile times are hindered cause of your underclocked CPU.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
It only idles down when its not doing anything when he runs a compiler itll auto idle back up thier no real need to disable it its a power saving feature.