Optimization (reduced compile times)

A

Avery.T

Guest
I've been working on a map for a couple months, and it's rather large.. I've recently gotten to the point where geometry, texturing, and lighting are 100%.. all that is left is scripting and tweaking gameplay on it.

I've been compiling and testing the map after every major change, and most minor ones... the map has compiled fine in the past under a full compile - though it took about 14 hours (P4 3.2Ghz 2GB RAM system). On this version the map compiles fine with lighting, and no skybox (i.e. a leaked map). But when I closed off the map and tried testing it the baseportal part of the compile was fine, and then when it got to portal flow it took 24 hours and only got to "1..2...3...4.". so i stopped the process. What can I do to optimize the geometry in my map, or give the engine hints as to the visibility portals to reduce compile time?
 
The Bible of optimization:
http://www.student***.nl/rvanhoorn/optimization.php

-dodo
 
Turn off func_details in the auto visgroups. If it doesn't look like a quake level you need to make more objects funcs.

Even on the largest of levels vis shouldn't take longer than 30 seconds and that is still pretty long for a vis compile.
 
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