«¦gøt ƒørçë?¦» Posted January 20, 2003 Share Posted January 20, 2003 Im pretty sure this problem was already solved and all but i dont have time to search. I did a map for my clan use, i got 773 brushes and 42 entities. I caulked every non-seeing area and when i compile it takes hell of a time(17 minutes 49 minutes last time i compiled). I got a friend that made a map too its pretty much more big than me,1033 brushes 233 entities and his compile time is 1min40 sec to 2 min... Maybe its just my brushes that are too big but my friend's are 3 times bigger... Link to comment Share on other sites More sharing options...
Eldritch Posted January 20, 2003 Share Posted January 20, 2003 You're most likely not using 'Detail' brushes. Every brush in the map that is not directly touching "the void" (the void is the area you build the map in) should be selected, and then right click and select 'Make Detail' from the menu. Think of it this way... if you have a room, the 4 walls, floor and ceiling all should be 'Structural' brushes (all created brushes are designated 'Structural' brushes anyway). Imagine they're like thick steel walls to keep out the "void" (if your map is exposed to the void, you'll have a leak). Any brush within those walls/floor/ceiling (your structural brushes) should be made 'Detail' brushes. Doing this will decrease your compile time dramatically, but just make sure that no detail brush touches the void (doing so will usually create a leak). My Hogwarts map has almost 4000 brushes currently (and will only be going up as the map gets bigger) but it still compiles in under a minute. Link to comment Share on other sites More sharing options...
000nate Posted January 20, 2003 Share Posted January 20, 2003 Take a look at what you are compiling in. If you just want to compile it real fast than use bsp FastVis (1/2) If you use another compiling type it may have slightly better quality but I can't really tell much of a difference between high quality and low quality compiles. (And I would sacrifice barely noticealbe difference in quality for a very short amount of time.) Link to comment Share on other sites More sharing options...
Eldritch Posted January 20, 2003 Share Posted January 20, 2003 Originally posted by 000nate Take a look at what you are compiling in. If you just want to compile it real fast than use bsp FastVis (1/2) If you use another compiling type it may have slightly better quality but I can't really tell much of a difference between high quality and low quality compiles. (And I would sacrifice barely noticealbe difference in quality for a very short amount of time.) If you're using an older version of GtK Radiant, or using JK2 Radiant and you just want to test your map, BSP FastVis is the way to go. BSP FullVis and BSP FullVis Extra should be used for final compiles. However, with the new version of GtK Radiant, it includes a brand new compiler which is much faster and makes the maps look much better. I don't see any excuse now not to use the latest version to get your maps to look their best. Link to comment Share on other sites More sharing options...
«¦gøt ƒørçë?¦» Posted January 20, 2003 Author Share Posted January 20, 2003 after compiling i saw there were a leak...lol maybe that was one of the reasons it was slow... so i should make every non-touching void brushes detail brushes? ill try it Heh thanks for answering.. Link to comment Share on other sites More sharing options...
Eldritch Posted January 20, 2003 Share Posted January 20, 2003 Yes. Every brush that doesn't touch the void should definitely be a 'Detail' brush. Link to comment Share on other sites More sharing options...
Suicide20 Posted January 20, 2003 Share Posted January 20, 2003 brush count means nothing... I can compile a map with 14000 brushes in 10 minutes.../shrug Its all about the side of the rooms your compiling. If you have one very very large room, its going to take for every to compile that... Theres a really good reason you don't see very large wide open areas in quake egine games... becuase the compile chocks on it... Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 21, 2003 Share Posted January 21, 2003 Originally posted by Aru-Wen Yes. Every brush that doesn't touch the void should definitely be a 'Detail' brush. Sure? If you make every "inside" brushes detail, then your map can become a large hall for the VIS process. I would say that everything in a room should be detail but the rooms' wall not. Link to comment Share on other sites More sharing options...
Eldritch Posted January 21, 2003 Share Posted January 21, 2003 Originally posted by Leslie Judge Sure? If you make every "inside" brushes detail, then your map can become a large hall for the VIS process. I would say that everything in a room should be detail but the rooms' wall not. I was trying to keep it simple. I had assumed that the walls, floor and ceiling all touched the void, and thus should remain a structural brush. Obviously, if you have a room whose walls/ceiling/floor does not touch the void, it is generally a good idea to leave them as structural brushes for the sake of VIS. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.