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Author Topic: ANOTHER BSP question :P  (Read 1323 times)
silly
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Posts: 50


« on: Feb 17, 2007, 10:44 AM »

My question is:

Why whenever i do qpsp vis rad.bat, or final compile and it reaches light world, the first bar of light world goes fast, and the second goes really slow. I dont even have that many lights in my map yet.
(about 10) And the lights are not big. I do  not have the patience for 10 lights to take one hour to load.

Do you think you could help me?
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Spook
Guest
« Reply #1 on: Feb 17, 2007, 11:55 AM »

honestly, if you want to see the map lit, suck it up and wait
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silly
Member
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Posts: 50


« Reply #2 on: Feb 17, 2007, 12:34 PM »

Bahh, but waiting takes to long, i hounestly do not see why it takes so long for just 10 lights! there values are tiny and it takes forever!
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lords8n
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Posts: 147


« Reply #3 on: Feb 17, 2007, 12:49 PM »

it's not about how many lights you have.
Seriously, think about it...
I have just ONE light...ok...now the compiler has to calculate every single bit of lighting and shadow that lays on or is casted by each and every brush and surface that light effects.

One single light could take an enormous amount of time to compile depending on how complex the area you are lighting. 10 lights gets even more complex.

The latest map i'm working on has NO lights and one sun. It takes hours for it to final compile.

If you build maps with poor technique, which most people do until they decide to actually find out what good map building techniques are, you will cause the compiler to do A LOT more work than it should. Understanding how brushes work, from a compiler point of view, is crucial to learning how to OPTIMIZE your maps. This keeps compiling time down, and puts less stress on the game engine when run.
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silly
Member
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Posts: 50


« Reply #4 on: Feb 17, 2007, 01:24 PM »

OHHH!!  i think i have it.

So for all the shadows and light and effect the compiler has too do. It will take a shit load of time, because it will make each shadow precise and have the right value?

**EDIT**

Wait, what are some good techniques for mapping?
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jitspoe
Platinum Member
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Posts: 1511



« Reply #5 on: Feb 17, 2007, 11:03 PM »

When it comes to lighting, avoid large, open areas.  These take the longest time to light (and vis).  Also, the number of lights doesn't impact the compile time as much as the size of the map.  It's not uncommon to have to let a map compile overnight if it's large or complex.
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BALETED!
silly
Member
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Posts: 50


« Reply #6 on: Feb 18, 2007, 12:06 PM »

Alll NIGHT! Holy shit thats a lonng time.

How would i put lighting in large areas?
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lords8n
Member
**
Posts: 147


« Reply #7 on: Feb 18, 2007, 08:28 PM »

1) Don't make large areas

2) Use a sun (even for night maps/indoor maps with some tweaking...very versatile).
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silly
Member
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Posts: 50


« Reply #8 on: Feb 18, 2007, 08:43 PM »

Lmao all right man.

Thanks a lot.
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ch40s
Junior Member
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Posts: 3


« Reply #9 on: Feb 25, 2007, 08:15 AM »

it's not about how many lights you have.
Seriously, think about it...
I have just ONE light...ok...now the compiler has to calculate every single bit of lighting and shadow that lays on or is casted by each and every brush and surface that light effects.

One single light could take an enormous amount of time to compile depending on how complex the area you are lighting. 10 lights gets even more complex.

The latest map i'm working on has NO lights and one sun. It takes hours for it to final compile.

If you build maps with poor technique, which most people do until they decide to actually find out what good map building techniques are, you will cause the compiler to do A LOT more work than it should. Understanding how brushes work, from a compiler point of view, is crucial to learning how to OPTIMIZE your maps. This keeps compiling time down, and puts less stress on the game engine when run.

Are there any good places for me to check out information on how compilers work with brushes, and to optimize my maps, or is this something that is only learned through experience?
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Zorchenhimer
Senior Member
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Posts: 419



« Reply #10 on: Feb 25, 2007, 12:02 PM »

A good place to start is the official Paintball 2 forums, or you could also check out the Paintball 2 Wiki.
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