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Neverending Compile.....


SunBurN

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Ok, I've tried everything but my map won't finish compiling in any version of Full Vis (ie Full, 1/2 or extra). But, it compiles fine in Fast Vis? I've tried both Jk2 rad and GTK rad and both resulted in a compile that lasted over 60 hours before I gave up and killed it.

 

My map is about half and half Structural and Detail brushes. I'm using two light emitting shaders, a few effects, jump pads, a prefab, .md3's and target_speakers. I've checked for infinite brushes, leaks, going over the limit in func_brushes, and as far as I can tell, I'm doing fine in all respects.

 

My map is ready for release if I can just get it to finish compiling in Full Vis. I'm just hoping someone else out there has experienced this problem and knows of a solution. Any thoughts or help would be greatly appreciated.

 

thanks,

 

SunBurN

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Wudan: "How many brushes and entities? How large is the map file?

 

Total Brushes: 822

Total Enties: 244

Net Brus count (non entity) 490

Func_:72

 

Are you using Q3map2? It is faster, in general.

 

Hmm...No, I've only tried JK2rad and Gtk rad

 

__________________________________________________-

 

Zdawg: current map size: 574kb

current bsp size (fast Vis 1/2): 9,437kb

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Wudan: "You could try using area portals to break it up a bit."

 

This is an exterior (outside mostly) map with no doors. I don't think area portals would help or work.

 

____________________________________________________

 

It makes it to through the first stage, then it hangs on the Vis stage.

 

____________________________________________________

 

This is the response from Ravensoft although I'm not sure what he means:

 

I am thinking that you are really pushing the visadata size limit or you have a mangled set of structural brushes. Try to build everything parallel to existing grid splits to reduce the VIS compile load. Did you overlap any brushes besides fog or water?

 

-Ford

 

SunBurN

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Yeah, if it hangs on the second stage you should really try to reduce the amount of structural brushes.

 

Try this just for fun: Make a backup, then take the map and select all the brushes(just press I when you have no brushes selected), then make them all detail with CTRL M. Then make a big box around your map and make that structural. Try a compile and see what happens.

 

Also Q3map2 is a compiler, not an editor. You use it instead of Sof2map. Using that will surely speed things up.

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Originally posted by WhiteShdw

Also Q3map2 is a compiler, not an editor. You use it instead of Sof2map. Using that will surely speed things up.

 

It might **** things up as well...

 

Q3Map2 stopped working properly once my level reached a certain size.

 

Out of interest, how fast is your computer, Sun?

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Well shadriss, if you want to beta test the working fast vis (1/2) version, I could send the .pk3 to you. That way you'd be assured to have all of the custom addons for it. And I would also send along the map. But I don't think Hotmail will take a file over 1mb right? Do you have another place I could email or send it to? Do you have icq? Or I could just send you the map, but a lot of things wouldn't load up in the editor (shaders, prefab and md3).

 

SunBurN

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I will try and address these problems this weekend after my Anchorhead map is released!

I think that a couple of design/layout changes to the map will help and add some extra gameplay value to the map!

 

Sorry I've been slow about getting around to working on it again but as you know my PC is busy comping!!!

 

Monsoontide

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Thanks Monsoontide, I know you were busy, I was just trying to figure it out and see if anyone else had experienced this problem.

 

Shadriss, when I am ready for the final beta testing (which I'm hoping will be very soon) I'll contact you.

 

Thanks,

 

SunBurN

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