[SOLVED]Compilation Time Problem

Discussion in 'Mapping Questions & Discussion' started by frankvega, Feb 12, 2017.

  1. frankvega

    frankvega L1: Registered

    Messages:
    21
    Positive Ratings:
    9
    Hello guys, I'm kinda new here, I always looked around here but I haven't made any post yet (until now). I have a question that it may be easy to answer here.
    So this is the thing , I'm making a map as a submission for the 72 Hours Jam and I'm curious of what I have done to make the compilation time take longer than the last compilation (the last compilation took around 5-10 minutes and this one takes too long that I have to cancel it) , this is more or less what I did before the last compilation, btw I'm making some kind of "space" looking map:

    - I optimized the skybox instead of making a cube around the map.
    - I added CLIP textures to avoid players going to certain areas.
    - I added some prop_dynamic (asteroids) to make it look "more realistic".
    - I added a trigger_hurt below the playable area in case players fall off the map.
    - I added platforms around the empty area. The platforms consists of 2 props and a "invisible" brush on top of the platforms.
    - I made the middle part of the map (a bridge) func_detail.
    - I turned cylinder brushes into func_detail.

    Perhaps am I doing something wrong? I know I can improve some of the things I did (for instance ,the platforms, by doing simple brushes instead of the 2 models). The map isn't that big, that's why It got me really curious. Anyways I hope someone there can help me with this :).
    btw If you need pictures of the map in game or in the editor just ask.
     
  2. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    180
    Positive Ratings:
    37
    Is your compile getting stuck by portalflow?
    One of the easier ways is to just func_detail everything. Anything that doesn't seal the map. There may be some other shapes that don't seem that complicated to you.

    Also, did the compile finish or did you cancel it in middle?

    but yeah, pictures would be nice.
     
  3. Crash

    aa Crash func_nerd

    Messages:
    3,149
    Positive Ratings:
    4,750
    func_detailing everything is a really good way to make your map have really really bad FPS. Don't do that.

    Try loading your portal file (after a compile) and seeing if there are any really densely packed blue lines anywhere. Each box shown here is a visleaf.
     
    • Like Like x 1
  4. frankvega

    frankvega L1: Registered

    Messages:
    21
    Positive Ratings:
    9
    Yeah I'm trying to do that, the really dense visleaf area is in the middle (the bridge), there are platforms around the bridge and the bridge itself is a bit detailed so I'm trying to turn into func_detail those brushes that looks a bit complex. I am also turning into func_detail the "invisible" brushes on top of the platforms there and it seems that most of the visleafs are gone. Is that good?
     
  5. frankvega

    frankvega L1: Registered

    Messages:
    21
    Positive Ratings:
    9
    It looks like this now, before this there was a mess of visleafs in the middle area
    after.jpg
     
  6. Crash

    aa Crash func_nerd

    Messages:
    3,149
    Positive Ratings:
    4,750
    That looks fine
     
    • Like Like x 1
  7. frankvega

    frankvega L1: Registered

    Messages:
    21
    Positive Ratings:
    9
    Yeah the compiler only took some minutes now, I really appreciate your help! Gotta learn a bit more about the visleafs next time!
     
  8. Crash

    aa Crash func_nerd

    Messages:
    3,149
    Positive Ratings:
    4,750