wedge2211 Posted April 23, 2003 Share Posted April 23, 2003 So I go to compile my tal Erulanei map...and the light phase takes 3 1/2 hours. Yuck. I'm wondering if there are some light options I can play around with to speed this up? This map in particular is composed mainly of patches, which are crazy to light. I used this q3map2 command: C:/Games/JEDIOU~1/GameData/Tools/GTKRAD~1/q3map2 -v -game jk2 -light -fast -patchshadows -filter "C:/Games/Jedi Outcast/GameData/base/maps/tal.map" And this is the light process as it came out: 2.5.3 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.3 GtkRadiant - v1.3.5-dev Mar 6 2003 20:31:29 One compiler to rule them all --- InitPaths --- Searching for "GameData" in "C:/Games/JEDIOU~1/GameData/Tools/GTKRAD~1/q3map2" (0)... VFS Init: C:/Games/JEDIOU~1/GameData/base/ --- Light --- Fast mode enabled Patch shadow casting enabled Lightmap filtering enabled Map has shader script C:/Games/Jedi Outcast/GameData/base/maps/../shaders/q3map2_tal.shader entering shaders/shaderlist.txt entering shaders/shaderlist.txt (2) entering shaders/shaderlist.txt (3) entering shaders/shaderlist.txt (4) entering shaders/bespin.shader entering shaders/cinematics.shader entering shaders/common.shader entering shaders/decals.shader entering shaders/derelict.shader entering shaders/doomgiver.shader entering shaders/effects.shader entering shaders/erulanei.shader entering shaders/explosions.shader entering shaders/flares.shader entering shaders/fogs.shader entering shaders/gfx.shader entering shaders/gfx2.shader entering shaders/imperial.shader entering shaders/items.shader entering shaders/marks.shader entering shaders/mars.shader entering shaders/metashader.shader entering shaders/models.shader entering shaders/mp.shader entering shaders/nar_shaddaa.shader entering shaders/players.shader entering shaders/sabers.shader entering shaders/scavenger.shader entering shaders/skies.shader entering shaders/sprites.shader entering shaders/system.shader entering shaders/test.shader entering shaders/text_crawl.shader entering shaders/ui.shader entering shaders/yavin.shader entering shaders/zoom.shader Script file shaders/Characters.shader was not found entering shaders/lava.shader entering shaders/liquid.shader Script file shaders/vader.shader was not found entering shaders/cheshire_vader.shader entering shaders/clone.shader entering shaders/clonecomm.shader 1267 shaderInfo Loading C:/Games/Jedi Outcast/GameData/base/maps/tal.bsp Loading C:/Games/Jedi Outcast/GameData/base/maps/tal.srf --- LoadMapFile --- Loading C:/Games/Jedi Outcast/GameData/base/maps/tal.map entering C:/Games/Jedi Outcast/GameData/base/maps/tal.map 145 light entities --- SetupBrushes --- 508 opaque brushes --- SetupSurfaceLightmaps --- 1467 surfaces 1370 raw lightmaps 86 surfaces vertex lit 1381 surfaces lightmapped 72 planar surfaces lightmapped 0 non-planar surfaces lightmapped 1309 patches lightmapped 262 planar patches lightmapped --- SetupTraceNodes --- 897139 trace windings 1440152 trace triangles 164948 trace nodes 81998 leaf nodes 10 average windings per leaf node 32 max trace depth --- SetupGrid --- Grid size = { 64, 64, 128 } 115311 grid points --- CreateLights --- Sun: textures/erulanei/sky_light Sky: textures/erulanei/sky_light 115 point lights 30 spotlights 0 diffuse (area) lights 10 sun/sky lights --- SetupEnvelopes (fast) --- 155 total lights 0 culled lights --- TraceGrid --- 0...1...2...3...4...5...6...7...8...9... (1759) 133 x 51 x 17 = 115311 grid 654518 grid points envelope culled 15256 grid points bounds culled --- MapRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (60) 335371 luxels 311351 luxels mapped 57084 luxels occluded --- SetupEnvelopes (fast) --- 155 total lights 0 culled lights --- IlluminateRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (1739) 0 luxels illuminated --- IlluminateVertexes --- 0...1...2...3...4...5...6...7...8...9... (57) 26880 vertexes illuminated 4305 lights plane culled 34284 lights envelope culled 0 lights bounds culled 151284 lights cluster culled --- StoreSurfaceLightmaps --- Subsampling...collapsing...sorting...allocating...storing...projecting...done. 332400 luxels used 376832 luxels stored (88.21 percent efficiency) 40 identical surface lightmaps, using 18459 luxels 0 vertex forced surfaces 0 vertex approximated surfaces 23 BSP lightmaps 23 total lightmaps 96 unique lightmap/shader combinations Writing C:/Games/Jedi Outcast/GameData/base/maps/tal.bsp Storing lightgrid: 115311 points 12415 seconds elapsed Any thoughts? Link to comment Share on other sites More sharing options...
DarthJMG2003 Posted June 1, 2003 Share Posted June 1, 2003 Originally posted by wedge2211 So I go to compile my tal Erulanei map...and the light phase takes 3 1/2 hours. Yuck. I'm wondering if there are some light options I can play around with to speed this up? This map in particular is composed mainly of patches, which are crazy to light. I used this q3map2 command: And this is the light process as it came out: Any thoughts? Try to make the virtual memory bigger Link to comment Share on other sites More sharing options...
rgoer Posted June 1, 2003 Share Posted June 1, 2003 Are you almost done with your map? If so, I'd say: suck it up, fire off your compile.bat right about bedtime, and let that puppy run overnight. I would offer to help you out by doing a "-threads 4" compile for you, but you wouldn't really save any time, what with having to waste time emailing files back and forth. Have you expirimented with the "-cheap" flag? It, apparently, "stops Q3Map from calculating light on a sample after it exceeds (255, 255, 255)." Perhaps that might speed things up for you? Sorry, don't really have any more to offer... :^\ Link to comment Share on other sites More sharing options...
wedge2211 Posted June 1, 2003 Author Share Posted June 1, 2003 Wow...I posted that over a month ago. And I solved the issue. And now it comes back up. Link to comment Share on other sites More sharing options...
rgoer Posted June 1, 2003 Share Posted June 1, 2003 oh, oops... I didn't even see the original post date. I just noticed it on the front page of topics, I guess since Darth replied to it. In any case, I'm glad it has been resolved ;^) Link to comment Share on other sites More sharing options...
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