Map taking "pretty" long to compile.

Bunker Junker

L3: Member
Jul 28, 2017
141
38
Now I know from the videos about mapping they say that different computers compile at different rates, and my map has a lot to load up.

That being said, it's been taking a long time for my map to compile, and as of writing this it still hasn't finished compiling yet. Now let me give you info that I'm sure you'll find useful:

- My map compile was doing very good before, even when I added a lot of props, it wasn't till I move around the skybox (To fix a leak) that is started to take longer to compile.

- I tried restarting the skybox from scratch, measuring it right and such. Yet it's still taking a long time for it to compile.

- I even waited an hour before, and it still didn't finish compiling. (Before this, it took me about 5 minutes for my map to compile.)

That's all I really have to say.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Always run a VBSP-only compile after making significant changes, so leaks or other fatal bugs can be caught before you waste time with a full compile, especially since leaks can specifically bog down VRAD for hours.
 

ISPuddy

L2: Junior Member
Jul 31, 2015
94
145
One of my workshop map was 7 hours to compile
after that day i never touch that map ever again...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
One thing that can help cut down on your compile time is to remove unnecessary space underneath your map:
20171014184025_1.jpg
This can make your compile significantly longer- VBSP has to calculate and add all these brushes/faces and create visleaves for these areas, VVIS has to calculate visibility for all these visleaves, and VRAD has to calculate lighting for each of these faces. This will significantly extend your compile time. I recommend deleting the bottom skybox brush and sealing the map with the floor.
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
One thing that can help cut down on your compile time is to remove unnecessary space underneath your map:
20171014184025_1.jpg
This can make your compile significantly longer- VBSP has to calculate and add all these brushes/faces and create visleaves for these areas, VVIS has to calculate visibility for all these visleaves, and VRAD has to calculate lighting for each of these faces. This will significantly extend your compile time. I recommend deleting the bottom skybox brush and sealing the map with the floor.

Mmm alright, I'll try that out once I get my lost map files back.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Another thing you can do is use an ugly but usable texture (like dev green or yellow)to your entire map out of. Then texture all surfaces that can be seen by the player. You can replace the texture you begined with nodraw, Using the replace texture tool.

EDIT: or apply nodraw manually to surfaces that can't be seen (like te bottom of the map.
 
Last edited:
Mar 23, 2013
1,013
347
like te bottom of the map.

His compile duration is clearly caused by vvis, and even if you have unecessary faces it won't pump up compile time massivly, unlessyour map isn't optimized. If the faces beneath the map are textured doesn't matter because they wont be compiled anyway in an optimized map.
So it's more important that he learns how to build his maps propperly.