Isn't it a little early?

KingBosq

L1: Registered
Dec 11, 2008
10
0
I'm in the very early stages of an arena map (a small one) and I'm simply laying out the measuregeneric textured, power-of-2-friendly, brushes to represent buildings. I haven't reached lighting stages and the most complicated part of my map is a group of hollow blocks with windows and doors. So... why is portal flow taking 800plus seconds? The rooms are pretty small and it doesn't seem like I have enough brushwork to worry about func_detailing, areaportaling, or hinting. I don't remember compiling taking this long on other mapping experiments I had created prior to this project and they were far bigger. I think these issues came up around the time a put in a skybox, if that is even relevant.

If anyone has any idea what could cause a small map in the most early of stages to experience seemingly long portal flow wait times I'd love to hear it, say thank you, then press the button to seal the deal, even. I'm sure it would be a nice moment and everyone would feel better for it.

Or maybe it's possible that I'm just being impatient?:(
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Show us some Hammer screenshots with func_details turned on and off for comparison.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
In Hammer, go to Map > Load Portalfile. It will show you how your visleafs are being split. Show us a screenshot of that. ;)
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
There are no func_details yet. I'm still working on the basic stuff.

No func_details and a long portal compile... You probably have some things that need func_detail (stairs, cylinders, other non square brushes, other groups of small brushes)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You shouldn't keep your map within one huge cube skybox. Anything NOT large enough to physically block visibility should be func_detailed.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Well, the problem is most likely that your area is large and open all the way, even under the ground. It has to calculate all that air space. Don't even bother with a 'skybox' right now as you will most likely change it to close it off some.

Instead use the cordon tool and tighten it down to your play area beforwe compiling.
Don't leave that huge openess all the way around it.
 

KingBosq

L1: Registered
Dec 11, 2008
10
0
I wasn't planning on keeping the skybox like that for the final version, it was simply there to avoid leaks and the crazy hall of mirrors effect. I had no idea it would increase portal flow time by that much