Dodger Posted September 19, 2006 Report Posted September 19, 2006 Loading c:\program\valve\steam\steamapps\ambix32@hotmail.com\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 Posted September 19, 2006 Report Posted September 19, 2006 wihtout knowing the idfference in your two skyboxes we cant tell you where to search.
Dodger Posted September 19, 2006 Author Report Posted September 19, 2006 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 Posted September 19, 2006 Report Posted September 19, 2006 uhm changing texture names wont influence compile times. sure you didnt change another thing? like compile commands or some geometry changes?!
ReNo Posted September 19, 2006 Report Posted September 19, 2006 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 Posted September 19, 2006 Report Posted September 19, 2006 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 Posted September 20, 2006 Report Posted September 20, 2006 Changing a skybox does not affect anything in regards to compile time. (just had to post it one more time)
Defrag Posted September 20, 2006 Report Posted September 20, 2006 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.
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