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HELP!!! Mapper's worst nightmare!!!


DigitalVapor

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Please in the name of every religion's god HELLLLP ME!!! I have worked virtualy non-stop, day AND night for over a week on a map which was to be my definative work, A HUGE FFA map set as a Palace that features a library, art gallery, Throne room, a few big majestic halls and a secret (and very well hidden) council room. I have put my all into this map, even including 20 of my own digital art selections. Also I made ALMOST all the textures. I have put many long hours into this map and it is almost complete, and then it happened. I had this monster down to a wonderful 12 minute compile time, then I tried some diferent skies. I even tried making a custom sky (for some odd reason the shader wont work) So I finaly chose kejim_light and hit bsp_ fullvis and while I'd like to say wham!!!, it was more like this.....The compile for some unexplained reason will not compile anymore. And its not the typical radiant error where the compile wont start, in this case...it wont finish. The thing ran for 6 hours and 41 minutes after which I just stopped it, I have tried several times to recompile and it still will not finish. I have tried readjusting the skybox, changing to a diferent sky shader, deleted about 10 lights, all with no luck. Please, I have worked too long and waaaay to hard to abandon this map so close to the end. Please, tell e how to fix it, I used detail brushes properly, Im not new to mapping. I cant find the solution of how a 12 minute compile can go to a never ending one. please help!!!!:(

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I have SoF2Map 1.0c.

 

I tried switching to raven's kejim_light sky shader but that is when everything went south and now nothing helps. Basicaly the problem is, using BSP FULL VIS my map used to compile fine at as little as 12 minutes because I used detail brushes and area portals when ever I could, But when I tried to use my modified yavin shader for the sky It compiled fine but I just got that "default" black and white grid in place of the sky. So I settled on Kejim_light to give me some outdoor lighting. But when I switched to the kejim_light shader and then did the same BSP Full VIS compile as before, it would be stuck on the light phase of the compile. I have not had it complete at all and have had to cancel it. It has taken over 6 hours before I gave up and canceled it. It wont even finish under BSP Fast Vis 1/2! I Just want to finish this map. I designed it on paper a month ago, took it through seversl revisions, then started it last week. It would have been done this weekend.

 

So what do I need to do? It has to be the skybox that is causing the hangup, but that makes no sense cause I have tried using NON light skies and still had no luck so what gives? From 12 min. to Over 6 hours and counting?

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Hmm. Try the following things:

 

(1) Download the latest q3map2 (http://www.shaderlab.com/q3map2) compiler. (It's also built in to GtkRadiant 1.2.11 and above...http://www.qeradiant.com)

 

(2) Put your custom sky textures/shader file into a .pk3. Sometimes the game likes custom stuff to already be in pk3 form before it will compile correctly (instead it substitutes the black-and-white grid).

 

(3) Put the sky shader code up here, let's see if we can find any problems.

 

I don't think I've ever seen any problems inherent with kejim_light...huh. I would definitely suggest you switch compilers to q3map2.5.2, though.

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Ok I switched to GTK 1.2.12 and went with

 

Q3Map2 (test) -meta, -vis, -light -fast -filter

 

Tell me, Do you think its possible that changing 18 spotlights from 100 to 300 each with a radius of 158 could also have jumped the compile time so badly?

 

Cause right now the compile i mentioned above is Still running, its been over an hour at least.

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That's not too much. I make a city, it has big open parts, and I have area lights about 2000, and the whole thing compiles less then 7 minutes with my test compile settings. With final, it's around 2 hours, but that will increase.

 

OK, to see what happens you have to enable BSP Monitoring in Preferences. Tell us, what part of the compilation takes so long. In my experience 3 parts are far longer than others, the whole VIS phase, TraceGrid of lighting and IlluminateRawLightmap of lighting.

 

If you had BSP Monitoring off during the last compile, no problem, look for the junk.txt in GtkRadiant's folder for the info.

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Its the Vis process this time that takes hours.

 

As a matter of fact, I have not yet had the patience to let the countdown finish.

 

Its

 

--- PassagePortalFlow (5828) ---

0...1...2...3...

 

And THAT is when the severe slowdown always starts. I dont know if it gets worse cause I never get past number 9 (where it takes the longest.) So Im running the Final bsp with the -Bounce 8 parameter. Then Im goin to see daredevil. heres hoping

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well I am in my 15th hour of compile, and now verrrrrry slowly drudging through

 

--- IlluminateRawLightmap ---

0...1...2...3...4...5...6...7...

 

That link on detail brushes and leaf nodes may be helpfull considering the fact that my map is enormous, and has a big wrap around courtyard complete with a moat so deep that if you go all the way to the bottom, you will drown before you reach the surface again. But once again I cant understand why changing a couple lights and a sky shader would cause the compile to jump from 12 minutes to what seems to be infinity.

 

Oh and by the way, On the BSP process mentioned above, It has been on this part for a few hours now. I have been sleeping through it, but it was only up to 4... at 6am. Its 8am now.

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Oh and wedge, Considering that bounce 8 sounds alot like Radiosity in lightwave 3D, I kind of expect it to take longer than normal for the light phase. Radiosity (for those who dont know) is when illumination is cast by light bouncing off other surfaces. For example, like when there is snow on the ground at night and everything looks very bright, the moon and street lights are reflecting off the surface of the snow and in turn lighting the surrounding surfaces. If bounce 8 is in fact doing this it could make for an interesting and possibly better looking map.

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Holy Floggin ****e!!!! The vis just flew by like it was nothing at all!!! I just added the key "blocksize" with a value of 5144 to my worldspawn and voila!!! the vis phase took like 5 seconds! Now I can toil away at my lighting issues and maybe get a decent sky shader!!! Thanks for ALLLLL of your help Especialy Leslie Judge. It was the link to the detail and hint brush tutorial that made the difference. Now I still need some help on the final stages. Like framerate optimizing. Standing outside of the palace looking at the front door gives a framerate of 18. and the map averages between 40 -60. So if anyone wants to help me polish it up I would be most grateful

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How long do you suppose Bounce 8 will take. Its been on bounce 1 since 10:30 pm. It is now 11:00 AM and its only at number seven of bounce 1. Will an area portal help if there are windows in view? Wouldnt it still have to draw whats behind the windows and thus defeat the purpose of the area portal?

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Well, bounce 8 will probably takes 8 times longer as bounce 1. :) But ask ydnar about this.

 

---

 

Yes, you are right, if you use windows on a wall, where a door is, the areaportal will have no effect probably, but it's not sure.

 

If the window is higher than the door for example, then you can place a hint brush into the two rooms to create a horizontal split in the two areas, and that can help if you will stand in the lower area, because the other lower area in the next room will be not drawn thanks to the area portal. But keep in mind that creating extra splits means more leaf nodes, means longer VIS process. Remember the tutorial about detail and hint brushes.

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Ok then Well I guess thats not going to do me much good given that the way the palace is designed, theres not many places that wont get drawn. But the lowest framerate I have gotten so far has only been 18. Thats relatively acceptable isnt it? cause I have never noticed any lag from it. But I DID however get an average framerate of 3 when I used the bounce 8 compile so I'm not using that anymore.

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Note to everyone using radiosity (-bounce):

 

Make sure you're using Q3Map 2.5.2 or later, as it contains fixes that significantly speed up radiosity time.

 

Also, the radiosity weighting was tuned for use with -fast. If you're not using -fast to light your map, and are using -bounce, then I strongly suggest using -fastbounce to enable -fast on the bounce passes.

 

y

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