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6000 seconds to compile???

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 EvilJedi
05-04-2004, 11:05 PM
#1
Ok, I am not a very good mapper but it takes 6000 seconds for my map to compile, and it has 6 rooms with a lot in it. I use full compile even when I test, what should I use instead to have this take less 'cause im sick of the 1h30mins of compile just for a freakin test.

Other problem: My sky shaders don't work, I put them on a brush far away from my map (which I think is what I am supposed to do) and they still don't work, What exacly are the sky shaders supposed to do?

Last problem: How do you make one way windows? I put a glass brush in and cover the side I dont want the players to see through and it gives me a leak.
 wedge2211
05-05-2004, 12:58 AM
#2
You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings.

As for the skies...read this (http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn6.html) over. You made a common beginner mistake...only put sky shaders on brushes right outside windows or bordering with the main map--do NOT built a large box around your map.
 WadeV1589
05-05-2004, 6:43 AM
#3
Also if it's the vis stage taking a while you need to be detailing.
 EvilJedi
05-05-2004, 8:12 PM
#4
Originally posted by wedge2211
You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings.

As for the skies...read this (http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn6.html) over. You made a common beginner mistake...only put sky shaders on brushes right outside windows or bordering with the main map--do NOT built a large box around your map.

I'm using GTK radiant

I don't put the 6 brushes around my map, I know I shouldn't do this, what I am doing is putting a 1X1X1 grid unit brush in a random spot outside my map in the void, or should I put it right behind a window to get the shader to work?

Thanks for your help anyway.
 wedge2211
05-05-2004, 11:44 PM
#5
After you build your window, make a brush "plug" that exactly fits the window. Texture the inward-facing part of the brush with the sky shader. This brush will act solid, but you will see a sky drawn infinitely far away.
 EvilJedi
05-06-2004, 12:42 AM
#6
oh ok i get it now thanks

Everything works now thanks a ****
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