Please or Register to create posts and topics.

Portal Flow Taking very long time

Page 1 of 3Next

I'm having a kind of a big map. When i compile it the "portal flow" is taking very long time compiling. Like 1 or 2 minutes. In the beginning it didn't. Then i added some info_placement_helpers and then it began... what happened? Can i change it?

Mostly lurking

http://developer.valvesoftware.com/wiki ... timization

(SP Mappack) NYS-5 Series - HARD MODE (20% Complete)
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)

I once had a similar issue when compiling with cordon bounds. Despite existing leaks the file will compile but take much longer when calculating the portal flow.
Could this be the reason for your problems with the compilation time? Are you using a cordon area while compiling? Just an idea...

neco wrote:
I once had a similar issue when compiling with cordon bounds. Despite existing leaks the file will compile but take much longer when calculating the portal flow.
Could this be the reason for your problems with the compilation time? Are you using a cordon area while compiling? Just an idea...

A cordon area? What is that? :)
EDIT: I am having an area (Like Valve has) down below where other (sealed off) rooms are. nothing is inside them. Its just brushes giving the player the effect of being inside of on test chamber out of hundreds... (Note. there is only a few brushed down below. You die if you try jumping down)

Mostly lurking

How many helpers did you place?

beecake wrote:
A cordon area? What is that? :)

Read here:

http://developer.valvesoftware.com/wiki/Cordon

neco wrote:
beecake wrote:
A cordon area? What is that? :)

Read here:

http://developer.valvesoftware.com/wiki/Cordon

Never tried it ;)
EDIT: and so far i've got 5 helpers

Mostly lurking

Basically, the bigger your map, the longer it will take to compile. Another option is to split your map into several visgroups (make sure you seal them too), and when you compile just hide the visgroups your not using so its never compiling the entire map. Then, when you want to test the map as a whole, put all the vissgroups back, remove the brushs sealing them from each other and go for it.

Image
I think in terms of boolean variables. Generally, it makes things easier.
Spam Nugget wrote:
Basically, the bigger your map, the longer it will take to compile. Another option is to split your map into several visgroups (make sure you seal them too), and when you compile just hide the visgroups your not using so its never compiling the entire map. Then, when you want to test the map as a whole, put all the vissgroups back, remove the brushs sealing them from each other and go for it.

Yea... i could do that :) I came to the thought that it is 2 minutes of my life... i can deal with that :) I just have to compile fewer times and build more before i compile.

Mostly lurking

Hi,

Cant remember exactly, but I had that happen to me sometime ago where the PortalFlow part took a long time.

I think it was to do with bad positioning of prop_statics.

If I remember correctly I had some that were right on the edge of the outer walls of my map.

But I cant remember exactly, sorry.

But I know now my portal flow takes probably less than a second, and thats on a quite big map.

Rob.

My Portal2 Map: Trapped

My Travel Blog:
Image
Page 1 of 3Next