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[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • cashed
    • January 8, 2015 at 12:33 AM
    • #181

    2 hours for compiles? seems high

  • Squad
    • January 8, 2015 at 2:16 AM
    • #182
    Quote from cashed

    2 hours for compiles? seems high


    Most of it is vrad.

    What does your average (full compile) map compile take?

  • Spherix
    • January 8, 2015 at 8:19 AM
    • #183
    Quote from cashed

    2 hours for compiles? seems high

    dust2 took me 13 hours :> (yes, decompiled, but the cp_d2 with the sdk takes ~12)

  • hamilton5
    • January 8, 2015 at 12:34 PM
    • #184

    hay geniuses, wouldn't you also have to mention like what your compiling that on? a toaster for example..

  • catfood
    • January 8, 2015 at 1:42 PM
    • #185

    Looks great squad! and I agree with fmpone that a blue ambient or spotlight would be a good idea around those fishtanks.
    Also do you have an idea when the next playtest will be?

  • cashed
    • January 8, 2015 at 4:14 PM
    • #186
    Quote from Squad

    Most of it is vrad.

    What does your average (full compile) map compile take?


    Season takes 35 minutes on final (core i7 920)


    Reducing dead space, hidden brush zones, and lightmaps will improve compile times

  • jackophant
    • January 8, 2015 at 5:06 PM
    • #187

    Wow, optimisation at it's finest!


    Maybe Squad should watch THW's optimisation video ;D

  • leplubodeslapin
    • January 8, 2015 at 11:05 PM
    • #188

    Yeah i think most people don't think about optimizing the lightmaps as Cashed say.


    If you have a huge 3Dskybox, don't hesitate to use a 128 or 256 lightmap because you'll not get beautiful shadows anyway.

  • jackophant
    • January 9, 2015 at 3:08 PM
    • #189

    Has anyone got any stats for how lightmaps affect compile times?

  • Klems
    • January 9, 2015 at 5:31 PM
    • #190
    Quote from jackophant

    Has anyone got any stats for how lightmaps affect compile times?

    The time is proportionnal to the total number of lightmap pixels (luxels). Which is, the surface of your lightmapped surfaces divided by the lightmap size squared.

    If you divide the lightmap size by 2 (16 to 8 ), it takes rougly 4 times the compile time.

    In theory you should also multiply by the number of bounces, in practice the light decrease with each bounce so the factor may be more around 2/3/4.

    You can also divide by the number of cores (1 core per luxel ideally).


    This is a (very) rough estimation, I'm not counting the overhead, vertex lighting, bsp complexity, lightmap parametrization, textures reflectance, etc.

    Needless to say I'm waiting for a GPU based implementation.

  • cashed
    • January 9, 2015 at 6:36 PM
    • #191

    waiting for a better system in general. Having worked in multi layered data engines, recompiling a map to fix spawn points is awful.

  • JeanPaul
    • January 9, 2015 at 7:07 PM
    • #192

    If its just for your own internal testing purposes you can use the entity only compile.


    Entity only compile takes less than a second and updates all point entities in the map. Updating/changing any brush entities or anything requiring vvis or vrad will break the compile though.


    EDIT: This is after youve already done a normal compile on the map and that BSP file exists in the specified map directory youre compiling into.


    EDIT EDIT: I forgot the entity only compile rules about triggers n shit but the point is if all youre doing is updating a spawn location then entity only compiles are a massive headache reducer.

  • cashed
    • January 9, 2015 at 8:38 PM
    • #193

    i haven't tested myself but I should have. So what your saying is if I have a final compiled level and I only entity compile it updates without breaking the rad and vis?

  • JeanPaul
    • January 9, 2015 at 8:49 PM
    • #194

    Yup exactly.


    The console will say something in red letters along the lines of "ent only compile, not final!" which is why I say its mostly for testing and time saving purposes. If you were to release a final version of the map I would make it a full regular compile.


    Im not sure why this is exactly but everything should be perfect on your final compile anyways

  • Squad
    • January 10, 2015 at 11:44 AM
    • #195
    Quote from cashed


    Most of it is vrad.

    What does your average (full compile) map compile take?


    Season takes 35 minutes on final (core i7 920)


    Reducing dead space, hidden brush zones, and lightmaps will improve compile times


    That's pretty impressive. I'm on a slower PC, but still ...


    Quote from leplubodeslapin

    Yeah i think most people don't think about optimizing the lightmaps as Cashed say.


    If you have a huge 3Dskybox, don't hesitate to use a 128 or 256 lightmap because you'll not get beautiful shadows anyway.


    That is indeed a common part of optimizing I tend to forget about.


    Quote from JeanPaul

    If its just for your own internal testing purposes you can use the entity only compile.


    Entity only compile takes less than a second and updates all point entities in the map. Updating/changing any brush entities or anything requiring vvis or vrad will break the compile though.


    EDIT: This is after youve already done a normal compile on the map and that BSP file exists in the specified map directory youre compiling into.


    EDIT EDIT: I forgot the entity only compile rules about triggers n shit but the point is if all youre doing is updating a spawn location then entity only compiles are a massive headache reducer.

    Display More


    Yup. Could come in handy to tweak small stuff or fix minor things.

  • ESToomere
    • January 11, 2015 at 1:30 AM
    • #196
    Quote from hamilton5

    hay geniuses, wouldn't you also have to mention like what your compiling that on? a toaster for example..

    Given that this is a Valve game a very modern toaster is not out of question.

    Map looking damn nifty (mm dat soft lighting)

  • Squad
    • January 11, 2015 at 3:12 AM
    • #197

    Made some animal signs for the different enclosures. Was more fun to make than I expected, although it did take a while to come up with something that I think fits nice


    [Blocked Image: http://i.imgur.com/sSunFTY.jpg]


    Might move this one away a bit, so it doesn't block view so much.


    [Blocked Image: http://i.imgur.com/iWEizJC.jpg]

  • Squad
    • January 11, 2015 at 3:17 AM
    • #198
    Quote from catfood

    Looks great squad! and I agree with fmpone that a blue ambient or spotlight would be a good idea around those fishtanks.

    Also do you have an idea when the next playtest will be?


    I'm gonna get in touch with RZL soon. Currently in the process of fixing a bunch of sightlines, headpeeks, hiding spots etc that shouldn't be there, as well as making sure everything (or at least as much as I'm currently aware of) is properly clipped.

  • Vaya
    • January 12, 2015 at 11:24 AM
    • #199

    Looking great! loving the detail changes


    I'm up for a comp playtest if you have another one

  • cashed
    • January 12, 2015 at 8:39 PM
    • #200

    clip it, clip it real good.

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