2 hours for compiles? seems high
[CS:GO]de_zoo
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hay geniuses, wouldn't you also have to mention like what your compiling that on? a toaster for example..
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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? -
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Wow, optimisation at it's finest!
Maybe Squad should watch THW's optimisation video ;D
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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.
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Has anyone got any stats for how lightmaps affect compile times?
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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.
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waiting for a better system in general. Having worked in multi layered data engines, recompiling a map to fix spawn points is awful.
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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.
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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?
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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

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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 leplubodeslapinYeah 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 JeanPaulDisplay MoreIf 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.
Yup. Could come in handy to tweak small stuff or fix minor things.
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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]
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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.
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Looking great! loving the detail changes
I'm up for a comp playtest if you have another one

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clip it, clip it real good.

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