Source SDK

Source SDK

kaldren. Dec 20, 2014 @ 8:11pm
Takes forever to run/compile map
So i've used Hammer to make 2 maps for KZ mod, and released them all fine. I'm making a map now however that is much longer(but definitely no more intensive than any other semi-large map), and yet it is taking almost forever to compile. I've had this map compiling for the past 5+ hours and it is still stuck on portalflow 9.

I understand that larger maps with more lighting will take longer to compile, but this just seems absurd, and almost kills the motivation for me to make the map i really want because i feel so confined to a small size. I know plenty of maps that are longer than mine, I just cant imagine the creators had the time to run their computers for almost a day to compile and test the map as they were making it. Does anybody have any possible knowledge as to why it could be taking so long, or how i could make it quicker?

thanks,
kaldren
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Showing 1-15 of 17 comments
Fuzzy Dice Dec 20, 2014 @ 8:14pm 
Have you used the func_decal function?
Fuzzy Dice Dec 20, 2014 @ 8:15pm 
Whatabout hint/area_portal brushes
Reed Dec 20, 2014 @ 8:54pm 
It sounds to me like you created a micro brush without any func detail entities tied to it.
Any micro burshes should be made in a 3d editor, then converted to source and implemented as a prop into your level. Otherwise tie your micro brushes to a func detail.
kaldren. Dec 20, 2014 @ 8:57pm 
I dont use func_detail on anything.
I havent made any hint/area_portal brushes.
and i dont think i've done anything with micro brushes.

The map is completely using stock things...

it has blocks, light, light_spot, trigger_teleport, info_teleport_destination, and trigger_multiple. I think that's the only thing in the level at this point
Handsome Jack Dec 21, 2014 @ 12:55am 
You're compiling with Full parameters in RAD and VIS?
Your problem is probably due to the NON-USE of func_details. They should be used to decrease the compiling time, and to increase the framerate in-game. Every not covering brush, expecially the ones with irregular shape, cylinder, not-squared must be turned to func_detail. Read here for more infos. https://developer.valvesoftware.com/wiki/Func_detail
Here an excellent tutorial about optimization, by will2K.
https://www.dropbox.com/s/usebauva1zwg64m/Man%20vs.%20Engine.zip?dl=0
Werewolf™ Dec 21, 2014 @ 3:26am 
An alternate Optimization Guide :http://www.optimization.interlopers.net/index.php?chapter=intro

Or if you prefer, TopHATTwaffle Hoogland has a very good video playlist on Hammer in general, but here is the video for Optimization:
http://youtu.be/swBfUW-Bsxs
(Playlist: http://www.youtube.com/playlist?list=PL-454Fe3dQH1L38FnKkz_O1CqYx6sKaXk )
Last edited by Werewolf™; Dec 26, 2014 @ 2:26pm
kaldren. Dec 21, 2014 @ 1:41pm 
ok i read up a little bit on the guide, and correct me if i'm wrong, But it seems like it's a good idea to use func_detail on any brush that isnt a sealing wall? For example, any block i use in my kz map that is a surface inside the map should be converted to func_detail, but it will not change anything with the solidity or lighting? and i should especially focus on non-square objects such as cylinders or arches?

thanks for all the help guys.
As everything on Planet Earth everything has a cost, and you have to find the balance between costs and benefits. Func_details don't "fragments" your map, but does not block the visibility, and the graphic engine must render what is behind it, even if you can't see. You can check it easily running your map in wireframe mode (command mat_wireframe 1 in console, with cheats enabled).
However, surely every cylindric, or irregular shaped brush, or small ones, like the steps of a stair, a handrail, a small wall that can't block the visibility are to be turned to func_detail. Floors, room's walls, ceilings must be world_brushes. Never turn to func_detail the displacement.
Optimization is maybe the most difficult part of mapping, and in the links we gave you, you'll find answers and suggestions more exaustive than mine, and in a better English... :) Cheers.
Last edited by [B.n.B] AlcyToronto; Dec 21, 2014 @ 2:15pm
kaldren. Dec 26, 2014 @ 2:18pm 
found a small leak into the Seal of the map, and i did the func_detail trick. compile time from 5+ hours down to about 15 minutes. thanks everyone for the help!
You are welcome!
SDCard Oct 21, 2017 @ 7:20pm 
I need someone to make me some hammer compile music for the wait.





It's taking a long time. Wait. This discussion is nearly 3 years old.













Hrmmmmm...
PzJR ♠ PraWy Mar 18, 2019 @ 11:31am 
xD 3 years xD now its 5 :DDDDDDDDd
KinoFlo Mar 19, 2019 @ 8:32am 
o_O
CampSkullz321 Jul 26, 2020 @ 7:56pm 
My map has still been compiling for the past 6 years...
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Date Posted: Dec 20, 2014 @ 8:11pm
Posts: 17