Insanely fast compile times?


lgdevil
03-01-2007, 12:53 AM
When I started my map and had one small room the compile time was around 5-10 minutes. Since then I've added some pretty large spaces with a variety of entities, triggers, brushes, portals, etc... In total there are 5 large hollow "cube" rooms. Mostly dead air space but they are still large.

Somehow, someway, my compile time is now about 6 seconds. I can add new brushes, entities, sprites, sounds, you name it! Compile, still 6 seconds. Oh might be good to mention that I'm compiled with fullbright and on normal compile for all sections of the compile not fast compile.

Seems as if my times should be much much longer. I'm not really complaining though I love that it goes so fast. I don't have any problems when I give the map out for testing either. Just a bit worried that something is wrong and might cause issues down the road.

Moe
03-01-2007, 12:58 AM
Time to check the log for leaks.

Hintzmann
03-01-2007, 02:05 AM
I am not quite sure what the "problem" is, but if there is a problem it might be that you have an error in your compilation, so it simply skip the compilation and thats why your compilation only takes 6 seconds. If the compilation fails, and you have not renamed you map file name, you might be testing an older version of your map.

lgdevil
03-01-2007, 02:30 PM
I have renamed my map. Would that be a cause? The whole map is a hollow cube. Well, a bunch of hollow cubes I guess. Wanted to start with the easiest forms I could since this is my first map.

Sly Assassin
03-01-2007, 06:36 PM
grab you compile log and post it up here for us to see if there's anything obvious.

lgdevil
03-01-2007, 06:42 PM
1 threads
reading c:\program files\steam\steamapps\carebearkiller\sourcesdk_con tent\dod\mapsrc\Legendary_Gamers_Range.bsp
reading c:\program files\steam\steamapps\carebearkiller\sourcesdk_con tent\dod\mapsrc\Legendary_Gamers_Range.prt
873 portalclusters
3165 numportals
Leaf 184 (portal 792) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.


[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\carebearkiller\sourcesdk_con tent\dod\mapsrc\Legendary_Gamers_Range.bsp
No vis information, direct lighting only.
2541 faces
944179 square feet [135961824.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0982 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 176/8192 2112/98304 ( 2.1%)
brushsides 2416/65536 19328/524288 ( 3.7%)
planes 4036/65536 80720/1310720 ( 6.2%)
vertexes 5732/65536 68784/786432 ( 8.7%)
nodes 1780/65536 56960/2097152 ( 2.7%)
texinfos 283/12288 20376/884736 ( 2.3%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2541/65536 142296/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1354/65536 75824/3670016 ( 2.1%)
leaves 1841/65536 58912/2097152 ( 2.8%)
leaffaces 3410/65536 6820/131072 ( 5.2%)
leafbrushes 419/65536 838/131072 ( 0.6%)
areas 6/256 48/2048 ( 2.3%)
surfedges 18166/512000 72664/2048000 ( 3.5%)
edges 9245/256000 36980/1024000 ( 3.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 76/32768 760/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1116/65536 2232/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2386848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 77196/393216 (19.6%)
LDR leaf ambient 1841/65536 44184/1572864 ( 2.8%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/10188 ( 0.0%)
pakfile [variable] 10038/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 139791/4194304 ( 3.3%)
==== Total Win32 BSP file data space used: 3307809 bytes ====

Total triangle count: 6620
Writing c:\program files\steam\steamapps\carebearkiller\sourcesdk_con tent\dod\mapsrc\Legendary_Gamers_Range.bsp
3 seconds elapsed

pluckster
03-01-2007, 06:51 PM
Leaf 184 (portal 792) with too many portals.

that might be an error. im not an expert but yeah, looks problematic to me.

lgdevil
03-01-2007, 07:02 PM
Hmm I never noticed that error before I posted it. I did notice that too and was like oh well that's the issue most likely. Portals and leafs have something to do with the interior geometry? How would I go about finding that leaf or portal and fixing it?

I've done "check for problems" and I don't have a leak pointfile. It's not showing any leaks.

Moe
03-01-2007, 07:16 PM
Yep - from my understanding the vis part of the compile is the longest, because it's actually calculating everything from all visible points, so when it skips it then your compile time will be insanely fast.

fishy
03-03-2007, 06:04 AM
How would I go about finding that leaf or portal and fixing it?


it appears to be telling you that, in the log that you posted.

Leaf 184 (portal 792) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

lgdevil
03-03-2007, 08:04 AM
lol i'm obviously new to this.

Dash
03-03-2007, 11:19 AM
Leaf X with too many portals basically means there's a room, or section of your map with too complicated geometry (like a cylinder, or a lot of carved surfaces). Fix those and you'll be fine.

The compiler tells you to compile with glview, which will generate wireframe bodies of your map so you can view them ingame with the said console command, so see where the brushes get split up like crazy.

Brawler2006
03-03-2007, 09:37 PM
never use a hollow cube make 4 brushes and make a box dont use hollow

Ca-Chicken-Soup
03-03-2007, 11:15 PM
try alt+p in hammer and see if any problems come up. It might highlight some bad brush work.

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