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Post by niknak11 on Sept 12, 2008 22:55:00 GMT
whats is the best way to compile your map, as a final compile. when i do a default compile it gets to portal flow and just goes at snail pase then freezes...
i heard that you need to make more func_details to fix the slow compile or something...
any compiling advice, so my maps wont lagg
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Post by Rusty on Sept 13, 2008 1:59:48 GMT
I've JUST had this problem after making a HUGE map. After about 3 days of trial and error and reading up I've discovered why its so slow. Mine was taking way to long, the reason why is the map was not optimized, correctly. First of all make sure your skybox isnt underneath your map, if there are things sticking out from under the ground add a nodraw box around them, then directly after have your skybox, no gaps mean that you wont be compiling all that wasted space (Philips going to say im wrong ). Secondly, and most importantly, you need to learn how to use func_detail properly, Ill explain it the best I can. You need to tie blocks to func detail that dont block your view, so things like, roads, pavements, pillars, walls INSIDE your buildings. Basicaly any blocks that are not blocking your vision, unless they are indoors. Things that are high up can be added aswell, because they dont block your vision If you have any areas that are seperated from the rest of your map, e.g. buildings without windows, make sure there are no gaps in those, including doors. Heres a quick drawing I did, the X's mean you shouldnt add them to func_detail, the ticks mean you probably should, this isnt 100% correct but it will give you an idea.. Ignore the fucked up skybox.
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Post by niknak on Sept 13, 2008 4:14:50 GMT
exactly what I needed, thank you man
I cut my compile time in half
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