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6000 seconds to compile???


EvilJedi

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Posted

Ok, I am not a very good mapper but it takes 6000 seconds for my map to compile, and it has 6 rooms with a lot in it. I use full compile even when I test, what should I use instead to have this take less 'cause im sick of the 1h30mins of compile just for a freakin test.

 

Other problem: My sky shaders don't work, I put them on a brush far away from my map (which I think is what I am supposed to do) and they still don't work, What exacly are the sky shaders supposed to do?

 

Last problem: How do you make one way windows? I put a glass brush in and cover the side I dont want the players to see through and it gives me a leak.

Posted

You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings.

 

As for the skies...read this over. You made a common beginner mistake...only put sky shaders on brushes right outside windows or bordering with the main map--do NOT built a large box around your map.

Posted
Originally posted by wedge2211

You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings.

 

As for the skies...read this over. You made a common beginner mistake...only put sky shaders on brushes right outside windows or bordering with the main map--do NOT built a large box around your map.

 

I'm using GTK radiant

 

I don't put the 6 brushes around my map, I know I shouldn't do this, what I am doing is putting a 1X1X1 grid unit brush in a random spot outside my map in the void, or should I put it right behind a window to get the shader to work?

 

Thanks for your help anyway.

Posted

After you build your window, make a brush "plug" that exactly fits the window. Texture the inward-facing part of the brush with the sky shader. This brush will act solid, but you will see a sky drawn infinitely far away.

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