compile is taking too long

Discussion in 'Mapping Questions & Discussion' started by basilhs333, Oct 11, 2016.

  1. basilhs333

    basilhs333 L9: Fashionable Member

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    i am compiling my map with normal normal normal everything and it is taking more that 5 and half hours
    what should i do to reduce the time?
     
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Use func_details on small bits of geometry. Make sure faces players can't see are textured in nodraw. If you've done those and it's still taking that long, then force it to quit and restart.
     
  3. Sergis

    aa Sergis L666: ])oo]v[

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    compile overnight
     
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  4. Muddy

    Server Staff Muddy Muddy

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  5. iiboharz

    aa iiboharz Meme Queen

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  6. basilhs333

    basilhs333 L9: Fashionable Member

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    i used fund_detail , nodraw , skip and hind and other `tools` i could say
     
  7. worMatty

    aa worMatty Repacking Evangelist

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    When your compile takes a silly amount of time, it is likely the VVIS step that is working the longest. VVIS takes every corner of every vis portal (the 'sides' of a visleaf), and checks to see which corners of every other portal it can see. Naturally, if you have a lot of places where lots of portals can see other portals, it is going to take a very long time to calculate.

    Before you start to optimise your map, you should perform a VBSP-only compile, with no VVIS or VRAD steps. The VBSP step creates the vis portals that VVIS calculates, and will take a few seconds even on very large and detailed maps. When it's complete, open the map's portal file, using the option in Hammer's menu. This will display all of the vis portals as blue lines in Hammer's 3D viewport. Look for places where there are too many vis portals, and for open spaces where a lot of vis portals can see each other (for example, the sky over your buildings). Use the methods in the web site that iiboharz linked to reduce them and limit visibility between them.

    If you have an oddly-shaped building that is large enough to obscure a player's vision of the things it conceals, and it is causing unavoidable ugly-looking visleaves, don't worry about it too much. The object of vis opt is not to make every visleaf square and large, but to limit what is visible to the player at once.

    Hammer's compile console freezes up during compile, so it's hard to see what is going on. If you use a third-party compiler like CompilePalX, the compile progress will be shown in real time.
     
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  8. Crash

    aa Crash func_nerd

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    Is this on the Upward reskin you've been working on? Upward is pretty notorious for long compile times. I know Valve uses some visclusters to help, but you can hurt the map more if you use them wrong.

    Edit: I totally mixed you up with someone else, I'm working too much, disregard.
     
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    Last edited: Oct 11, 2016
  9. Zeklyn

    Zeklyn L2: Junior Member

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    Welcome to my world..

    Well patience is the keyword to success (or something like that)
    You just have to wait i guess, or optimize it even further
     
  10. Sergis

    aa Sergis L666: ])oo]v[

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    gotta be careful here, this runs the risk of creating paranoid mappers

    ive seen quite a few times this year people looking at a normal portalfile and thinking its bad just because there is "a lot" of blue lines and its not perfectly squeaky clean

    id recommend looking at official map portal files to get an idea what is and what isnt "a lot" in this context and also look for visleaves that are either under 16 hu in any direction or nonorthogonal in shape. this feels to me to be a better advice than just abstract "too many"
     
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    Last edited: Oct 12, 2016
  11. basilhs333

    basilhs333 L9: Fashionable Member

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    thanks guys for the help!
    i will take notice and do it right
     
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