wedge2211 Posted April 23, 2003 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: Quote 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: Quote 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?
DarthJMG2003 Posted June 1, 2003 Posted June 1, 2003 Quote 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
rgoer Posted June 1, 2003 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... :^\
wedge2211 Posted June 1, 2003 Author Posted June 1, 2003 Wow...I posted that over a month ago. And I solved the issue. And now it comes back up.
rgoer Posted June 1, 2003 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 ;^)
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