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Horrible compilation times.


zeimi

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Okay, time to solve my problem :/

I'll make this as simple as I can:

I am using JK2Radiant to build maps. I have managed to crash ("JK2Radiant.exe has generated errors and will be closed by Windows") the editor multiple times by now. Every time the editor crashes the compilation times grow and grow (I'm not sure if growing really follows crashing but so far they have happened quite around same times). Now even the smallest and simplest map takes up to 1 minute 20 seconds to compile and that sort of map used to take only not even 20 seconds.

My computer is fairly fast, processor is AMD Athlon 2100+ and I have 256 RAM.

Any ideas how to fix this? I have tried re-installing JK2Radiant with no success.

 

Sorry for my crappy English...

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Use GtkRadiant, it's a far superior editor, much more stable, fast, easier to use, and is updated often. It also comes with an incredible compiler that makes your maps look better, run faster and compile much faster.

 

http://qeradiant.com

 

The newest stable version is 1.2.11, with the 1.2.13 update.

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I'm not trying to offend anyone but I think anyone that thinks a one min compile time is long than....................... I'll leave it at that but still a one minute compile time is nothing to fuss over. My latest map takes 45 minutes and there is no telling how long Eldritch's Hogwarts map takes to compile:D *gueses a 2 hours at the LEAST* If it's shorter than that than you must have one hell of a computer, no wait server farm:p

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If you really want short compile times (and you already consider yourself to be a "responsible" mapper when it comes to things like structural/detail and caulk), then you need to be using q3map2. The newest version is 2.5.4; it is retardedly feature-rich compared to the paltry sof2map we all used to use. Use q3map2toolz to ease yourself into the world of q3map2 compiling, and have fun!

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When I installed q3map2-2.5.4, I put it in the gamedata/tools/ directory. I'm not sure if it really matters where you put it, all I know is that you need to know where it is so you can point q3map2toolz down the correct path to q3map2.exe when you fire it up the first time (when it asks for "path to q3map" browse to q3map2.exe). Oh, and by the way, the latest chapel builds I've been doing are taking seven to eight hours apiece to compile, thanks to q3map2 radiosity ;^) If I only use compile-features that are available in sof2map but compile in q3map2 intead, though, it compiles in under ten minutes, while it still takes two hours to compile in sof2map. Ydnar (Randy Reddig), the guy that programmed q3map2, is an absolute genius.

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I know 1 minute 20 seconds isn't long time to compile a map but for christ's sake why does it have to grow! A simplest map with only 1 room without any special stuff takes the same time as in example a map with 4 rooms, complicated lighting, water shaders doors, plats and things like that. I wonder if I'd make a huge map would it compile in 1 minute 20 seconds too :D

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q3map2toolz is a GUI front-end to q3map2.exe. You use q3map2toolz instead of Radiant's "BSP" menu when you are ready to compile. Design map in Radiant, save, fire up q3map2toolz, pick your compile options, hit the "build" button. There are a lot more options in q3map2 than in sof2map, and a lot of them are sort of difficult to understand, so using a program like q3map2toolz helps out a lot.

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Originally posted by zeimi

I wonder if I'd make a huge map would it compile in 1 minute 20 seconds too :D

 

Naaaope :)

 

I think there's some kind of inefficiency for really small map compiles isn't there, something like that? Anyway, as long as you build your maps well with detail brushes in the right places and all then you should get decent compile times, so don't worry!

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Originally posted by zeimi

I know 1 minute 20 seconds isn't long time to compile a map but for christ's sake why does it have to grow! A simplest map with only 1 room without any special stuff takes the same time as in example a map with 4 rooms, complicated lighting, water shaders doors, plats and things like that. I wonder if I'd make a huge map would it compile in 1 minute 20 seconds too :D

 

well the more u add to a map the longer the bsp will be even if u added a small bench the bsp will take a few more seconds to compile. The key to mapping (Imho) is patience. If you take the time to make everything in your map top-notch the first time than it will come out good in the end:D (most of the time) <--has nothing to do with comiling: /

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Just get GtkRadiant 1.2.11 and upgrade to 1.2.13, it has built in Q3Map2 support.

 

Hahaha... if you guys think those compile times are long, you should see how long it takes Sine_Nomen's Nar Shaddaa to do a full, final compile. Well likely over 16 hours for all BSPs, total. And that's after having used foghulls, a technique that can radically decrease compile times in VIS.

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Previously I had 512 MB RAM. There was times when it was a problem for q3map2 to allocate 1.7 GB at once in lighting. :)

 

Now I have 768 MB RAM. Last time I tried to run a final compile just to see how lighting looks on the new parts q3map complained because it couldn't allocate 207 GB at once. :D

 

That -lomem switch in 2.5.5 is quite handy but slower.

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I agree with getting more ram. RAM is cheap and easy to find and install. It improves your framerate tremendously and also compile times for maps. I now have a minimum of 512 soon to be 1024!! You can NEVER have enough RAM regarding gaming or mapping!!

 

WOOT!! Post # 100

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On this comp I can comile a good sized mop map in 45 mins with the q3map2 oldstyle lighting. the thing is this comp is screwed up so i have been having to use sofmap2 on the otehr slower comp. (can't instal gtk on other comp for some reason:s)

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I started using GtkRadiant and it almost works wonders but I have a little problem with it.

When I open a map of mine I have made with JK2Radiant and try to compile it with any other than oldstyle lighting doesn't work. It says it's missing a prt file or crashes the editor. Why (god, why)?

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