Compiling...yawn
Kid-A
01-04-2005, 07:16 AM
Is there a faster way to compile?
I currently use ZHLT and Hammer. My map (which is pretty small btw but not tiny) takes 1.5+ hours to compile!
I tried using Nem's batch compiler however I got strange problems where my steps wouldn't work. (You can see them but they are not solid). But the compile only took about 15 mins.
I found this error a little strange as AFAIK both programs use the same processes (hlrad, etc..).
So are there any other options?
TheNomad
01-04-2005, 07:26 AM
ur long compile time is either because ur pc isnt very good, or there is a problem with ur map (or both). even complex maps dont take 1.5 hours to compile, (on good pcs anyway)
check ur map. has it got lots of complex shapes, and check r_speeds (in console "r_speeds 1")
pehka
01-04-2005, 08:20 AM
my map takes a day+ to compile :o
P4 3.0Ghz
travis
01-04-2005, 08:50 AM
use batch compiler.....
also if your noticing sluggish performance AFTER using hammer a good reboot then compile can do wonders.
Kid-A
01-04-2005, 09:13 AM
As I said Batch compiler has problems for my system for some reason.
Other than that, everyone in this thread has posted conflicting information!
Also is Nem's tools down?
Ginger Lord
01-04-2005, 12:34 PM
More RAM fixes it.
More CPU fixes it
Better built maps fix it.
Density took 3 hours to compile for a full VIS and Extra RAD compile for a release.
killer tomato
01-04-2005, 12:41 PM
Nordwind takes me about 1,5+ hours with qrad and vis with the -full and -extra commands.
Systemspecs:
1.6 Ghz
512 ddr ram
Lately, I'm in to the They Hunger episodes so I just play that while compiling :rolleyes:
You should too ;)
TheNomad
01-04-2005, 01:19 PM
hmm thats strange, none of my maps have taken longer than an hour and some are complicated. (P4 3ghz, 1GB Ram)
Astro
01-04-2005, 01:23 PM
it all comes down to ram, I was working on a map a number of months ago where I was pretty much maxed out on brushes and entities and it was pretty big ole sucker, after i added 512mb of more ram to bump it up to 1gig it cut the compile time by a third. Now I have 2 gig's of ram...but not making maps anymore...shucks!
Ginger Lord
01-04-2005, 01:36 PM
Originally posted by killer tomato
Lately, I'm in to the They Hunger episodes so I just play that while compiling :rolleyes:
You should too ;)
Or Not. The compile process is PC intensive doing anything else whislt its compiling will slow it down loads.
Also use HLVIS and HLRAD not QVIS and QRAD.
killer tomato
01-04-2005, 01:46 PM
Right.
I know that it slows down alot. I choose to have a 15 minutes longer compiletime to play TH. It's only 15 minutes or so...
travis
01-04-2005, 02:47 PM
Originally posted by killer tomato
Lately, I'm in to the They Hunger episodes so I just play that while compiling :rolleyes:
get a CPU with HT, running multiple cpu threads wins every time.
killer tomato
01-04-2005, 05:04 PM
Well, first I should get me some money then :p
Kid-A
01-06-2005, 06:12 AM
Is Nem's batch compiler hosted anywhere that's up?
I've recently formatted so will give it another try.
haircut
01-06-2005, 09:54 AM
Originally posted by Ginger Lord Better built maps fix it.
Win
PanFrie
01-06-2005, 10:04 AM
http://files.dodnetwork.com/download.php?userid=111&imagel=batchcompiler300beta.exe
not sure if its the most recent
Kid-A
01-06-2005, 10:19 AM
Originally posted by PanFrie
http://files.dodnetwork.com/download.php?userid=111&imagel=batchcompiler300beta.exe
not sure if its the most recent Thanks! I know 3.0.0 is the latest build but it's not a beta according to nem's site. So I guess this is one build old, but it might be the latest...
Kid-A
01-12-2005, 01:47 PM
Just to bump this. I'm currently having problem compiling my map. Hammer just crashes my computer.
I got that version of nem's but don't know how to set it up. There used to be a tutorial but it's now gone. Along with the rest of the database.
Gorbachev
01-12-2005, 11:20 PM
If hammer is "locking up" but not actually crashing then it's truly working in the background. This happens with the older hammer after the map gets even remotely big. Check your task manager, and if it's still a running process then you can just wait it out.
Kid-A
01-13-2005, 03:03 AM
Originally posted by Gorbachev
If hammer is "locking up" but not actually crashing then it's truly working in the background. This happens with the older hammer after the map gets even remotely big. Check your task manager, and if it's still a running process then you can just wait it out. By crash I mean the computer restarts...
I've found the problem! I got Nem's compiler working and that generated a log. Basically I needed to use full VIS instead of fast.
xerent
01-13-2005, 04:06 PM
I'm sure you can find some wee things to do in the mean time, lad.
Eric the Pixie
01-18-2005, 04:10 AM
dod_wolfie:
Optimised to hell over over god knows how long.
Compile time for a pre-release version is around 3 hours
Compile time for a release, (enabling opaque entities) 1.5 DAYS+
This map has loads of models - some of which are fairly complex, not to mention big. Most of the models are textured with transparent graphics (like in the barbed wire models).
The map also covers ALL of the mapping grid - its an outdoor beach thing.
PC specs, P4 +HT, 3.00 GHz, 2GB RAM.
I use a mixture of compiling tools with versions from XP-Cagey. Check out the NS (Natural Selection) forums for info on where the tools are at the moment, XP has transfered the development to other people and I believe they are on version 3. Be warned, some of the various builds can cause severe problems in your map, experimenting is the only way to find out.
Some things I can say for sure:
Efficient brushwork is essential on a map, more so on a large one.
Watch the info on the screen as the compiler tools do their thing. Lots of messages that report 'leaf saw into leaf, blah, blah, blah, should be investigated and corrected.
The chop value can have a big impact on the number of patches and hence compile time, as does switching on opaque entities and a load of other things.
To see the effect of all the various parameters, use a batch compiler (like Nem's), and pay attention to the help screen as you hover over all the checkboxes.
You can't beat first hand experience - so experiment for yourself and take note of the differences in compile time and the quality of your final map.
Its always been my experience that opaque entities push compile times through the roof - I often wonder if those who quote low compile times actually use this parameter.
Bottom line:
I know what I'm about when it comes to making a map - I've been mapping since the release of TFC - most of my maps are for internal use by our clan and very few ever get released to the masses.
Compile times CAN'T be tied down to 'it should take no more than 3 hours to compile a properly made map' kinda thing. Each map has its own unique properties and content, they all contribute to the compile time, as does the choice of tool version and the specs of your PC. Sweeping statements like that just screw folks up and make them think they have a big problem with their map.
If you have optimised the geometry, models and lighting as much as you can, then the old saying - It takes as long as it takes is the reality you need to face.
Hope this helps
Pix
Kid-A
01-18-2005, 05:13 AM
Opaque entities? Would that mean entities block VIS?
Eric the Pixie
01-18-2005, 06:54 AM
@Kid-A
No, it allows entities to be considered when the lighting is calculated for your map.
Entities can have 'lightflags' in their properties.
Enabling Opaque Entities considers these lightflags during the Rad process and produces lighting with entities that block LIGHT - a different thing from Vis blocking which is concerned with what gets rendered by the engine.
With Opaque Entities enabled, Rad compile times go ballistic but the lighting is more accurate. Use this setting for the final compile of your map, leave it off for normal testing purposes.
Pix
Kid-A
01-18-2005, 07:57 AM
Ahhh! OK Thanks for the explanation. So using this doors would stop the outside light from coming in. As atm it's like there is no door there.
Actually I was wondering. Is it possible to perform all the compile procedures individually. I know if you just run csg and bsp you'll get a full bright map, non-vis blocked bsp file.
If I then run VIS on that file would it work? If someone could point me to a link that explains compiling in a little more depth that'd be super!
Gorbachev
01-18-2005, 05:19 PM
Opaque Entities make compile times insanely long, and every time I've used them they look like garbage. So I just don't use them, it's a lose-lose for me.
Eagle
01-20-2005, 09:26 PM
I wish the old online compile system was still around... it was hawt.
Originally posted by Kid-A
Thanks! I know 3.0.0 is the latest build but it's not a beta according to nem's site. So I guess this is one build old, but it might be the latest...
The current version is can be found here:
http://countermap.counter-strike.net/Nemesis/files/files/batchcompiler300.exe
Run an automatic update to get the latest specifications.
v3.1.0 is ready for whenever I get my site sorted out.
Nem
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