Portal Flow Taking very long time
Quote from beecake on November 5, 2011, 10:05 amI'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?
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?
Quote from Nyskrte on November 5, 2011, 10:47 am
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Quote from neco on November 5, 2011, 11:21 amI 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...
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...
Quote from beecake on November 5, 2011, 3:05 pmneco 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)
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)
Quote from beecake on November 5, 2011, 3:30 pmneco wrote:beecake wrote:A cordon area? What is that?Read here:
Never tried it
EDIT: and so far i've got 5 helpers
Read here:
Never tried it
EDIT: and so far i've got 5 helpers
Quote from Spam Nugget on November 5, 2011, 8:19 pmBasically, 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.
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.
I think in terms of boolean variables. Generally, it makes things easier.
Quote from beecake on November 6, 2011, 6:06 amSpam 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.
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.
Quote from Robdon on November 6, 2011, 8:23 amHi,
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.
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.