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To long compile times

  • Dodger
  • September 19, 2006 at 7:17 PM
  • Dodger
    • September 19, 2006 at 7:17 PM
    • #1

    Loading c:\program\valve\steam\steamapps\[email protected]\sourcesdk_content\cstrike\mapsrc\error free backed up file\_001.bsp

    19812 faces

    4 degenerate faces

    1687613 square feet [243016352.00 square inches]

    72 displacements

    363547 square feet [52350808.00 square inches]

    19808 patches before subdivision

    157527 patches after subdivision

    57 direct lights

    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 59086718, max 4761

    transfer lists: 450.8 megs

    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(-1, -1, -1) (7)..

    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(-1, -1, -1) (300)...

    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(-1, -1, -1) (420)..

    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(-1, -1, -1)

    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(-1, -1, -1)

    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(-1, -1, -1)

    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(-1, -1, -1)

    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(-1, -1, -1)

    Allright. I don't understand why i get to long compile time when my map is compiling. Before it didnt happened so but now it's really a tragedy for me.

    Every bounce takes about 300 seconds to get passed by to complete

    Before it only took like 7 seconds for each one of them to get done..

    Why have this changed? I did one thing that made it weird it was when i changed the skybox to another one from the current one in the skybox field.. after that it started to compile hours for my computer..

    I don't know what i can do, do i need to reinstall my steam sdk or do i need something smarter then that? please help me, it's like all my time on this damn map man.

    0...1...2...3...4...5..

  • hessi
    • September 19, 2006 at 7:23 PM
    • #2

    wihtout knowing the idfference in your two skyboxes we cant tell you where to search.

  • Dodger
    • September 19, 2006 at 8:07 PM
    • #3

    well then my skybox are not different.

    i used sky_dust

    changed from sky_dust to sky_day01_01 and back to sky_dust

    this is when it started to compile slowely

  • hessi
    • September 19, 2006 at 8:40 PM
    • #4

    uhm changing texture names wont influence compile times. sure you didnt change another thing? like compile commands or some geometry changes?!

  • ReNo
    • September 19, 2006 at 8:44 PM
    • #5

    Changing the skybox (as in the name in the map properties field) shouldn't make any difference whatsoever.

    Either something in your map has changed (eg. used higher resolution lightmaps, you have a leak, etc...), something in your compile settings has changed (eg. you previously used -noextra, or you added -final or -softsun or something), or something in your computer has changed (eg. running too many background programs, removing RAM, CPU speed throttled due to overheating, etc...).

    I'd wager you have a leak, therefore none of your backfaces are culled, and so you've got a whole load more faces to start generating lightmaps for. If you definately don't have a leak, post your compile settings for us to check.

  • Zacker
    • September 19, 2006 at 9:17 PM
    • #6

    As they say, changing a skybox does not affect anything in regards to compile time.

    Post your entire compile log and I am sure we will see something.

  • skdr
    • September 20, 2006 at 2:15 PM
    • #7

    Changing a skybox does not affect anything in regards to compile time.

    (just had to post it one more time)

  • Defrag
    • September 20, 2006 at 2:54 PM
    • #8

    You've probably got some vis issues or messy brushwork. I noticed you've got degenerate faces, too. This can happen when you have too many brushes bordering one another. E.g. I made a map with a load of stairs in it so the FF programmers could tweak the smoothing code when going up/down stairs. I had to put nodraw on the underside of the stairs (it was a ramp with the stairs sitting on top as func_details) to get it to compile...

    When getting strange errors and long compile times, it's generally always a good idea to examine your geometry etc and the way bsp is hacking up the map.

    Check it out in glview for example.

  • Dodger
    • September 20, 2006 at 3:21 PM
    • #9

    thanks for the help!

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