Alternate compilation for .BSP

Discussion in 'Mapping Questions & Discussion' started by DrSquishy, Oct 1, 2017.

  1. DrSquishy

    DrSquishy L9: Fashionable Member

    Messages:
    687
    Positive Ratings:
    224
    Is there any way to compile a .bsp file capable of being run by Team Fortress 2 without having to wait the many hours a final map can take? Just want to know because of a massive project I have in mind
     
  2. Fragancia

    Fragancia L2: Junior Member

    Messages:
    88
    Positive Ratings:
    31
    I'm not sure I understand what you are asking here, the compile time depends on how optimized your map is and if it's an expert compile or normal.
    If you just want a fast compile to test out something that doesn't need visibility and lighting just set VVIS and VRAD to fast.
     
  3. DrSquishy

    DrSquishy L9: Fashionable Member

    Messages:
    687
    Positive Ratings:
    224
    This is something...Different. It involves more than just a regular map, and for my project to work, it would require something several times larger than an average map.
     
  4. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    How are you expecting a computer to be able tp perform more calculations is the same amount of time?
     
  5. DrSquishy

    DrSquishy L9: Fashionable Member

    Messages:
    687
    Positive Ratings:
    224
    not sure if I phrased it correctly to how I meant
     
  6. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    If you have a much bigger map, you can't just do some magic to still compile it in the time a normal map would compile (aside any factors of complexity).
     
  7. DrSquishy

    DrSquishy L9: Fashionable Member

    Messages:
    687
    Positive Ratings:
    224
    how far can hints, func_details, area portals and those kind of things go?
     
  8. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,192
    These are mostly meant for optimising in-game experience. If the compile time is all you care for, you can go pretty far by eliminating vis nigh entirely, aka not having any world brushes, but you can't really trick VRad.
    Now, if you want a sane in-game experience... if your map is an order of magnitute bigger than a regular one, there's not much help for you - see the point I've previously made.
     
  9. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    If your compile takes an hour, you are doing it wrong. optimze your map. Func_detail is there to make visleafs structure easier to read and reduce the amount of leafs you have to compile. Area_portals don't speed up compile time.
    If vrad is supposed to run faster, best you can do is nodraw everything that shouldn't be drawn. Also nodraw faces of entities like func_door which are always covered, because even if they are always covered, they get lightmap informations anyway.
    Increasing the lightmap scale on certain faces speeds things up too because vrad is compiling the lightmaps after all. Also mind that faces that are only partly covered by func_detail/entities aren't culled and reciee lightmap data on the entire face.
    Noclip around your map and see if you don't have microgaps or just large faces inside your world that can't be seen by players and therefore shouldn't have a texture with lightmaps.