View Full Version : func_detail makes compile slower?
madcap
06-02-2007, 01:33 PM
As the title says, BuildVisLeafs takes longer when I'm using func_detail instead of world brushes. I was under the impression it's supposed to do the opposite? :confused:
zyklus
06-02-2007, 01:58 PM
Well, I would think that func_detail would reduce compile time, because that's its purpose; to prevent visleafs from being split too many times. Maybe the author was selecting brushes that were being used to seal up the void to func_detail -- thus causing a leak and thus causing more compile time... Wouldn't know anyways, I compile overnight. :D
Kev_Boy
06-03-2007, 02:17 AM
Well, it depends, when you tie brushes that are for pure decoration (Window trims, arched doorways, etc...) then it will speed up your compile.
However, if you tie something to func_detail that really does block visibility, you've just made more leafs see more other leafs because of that and those need to also be calculated hence a longer compile time.
It's really a bit of trial-and-error to get the best results :)
madcap
06-03-2007, 05:06 AM
I should also mention I'm using fullbright, does it only help when using lights?
zyklus
06-03-2007, 03:59 PM
I should also mention I'm using fullbright, does it only help when using lights?
I think by fullbright you mean mat_fullbright, and that's in-game specific. It doesn't affect compile time at all. If you have lights in your map, then yes, vrad .exe will take a while.
Also, I think this might be a bug. If you compile your map without rad, the engine will enable mat_fullbright for you. However, if you haven't closed the engine, compile your map with lights, and do a "changelevel"/"map" command to reload your map, mat_fullbright will still be enabled (thus making you wonder why your lights didn't compile).
madcap
06-03-2007, 04:23 PM
I think by fullbright you mean mat_fullbright, and that's in-game specific. It doesn't affect compile time at all. If you have lights in your map, then yes, vrad .exe will take a while.
All I meant was I'm not using any light entities, causing the game to use mat_fullbright (fullbright for short ;) ) and I was wondering if func_detail only helps compile time when you're using lights.
But I went by what Kev_Boy said and did some trial and error, turns out some things compile faster as func_detail, others as world brushes.
Latrosicarius
06-03-2007, 05:29 PM
fullbright doesnt matter. VIS and RAD is what matters. If you just do these options, then your maps will compile in like 20 seconds no matter how complex they are--and you can use all world brushes, without worrying about func_details
BSP = yes
VIS = quick
RAD = no
EDIT: the downside, is your map will always be fullbright, and there will be no lights or shadows cast in your map. But if your map is for action and not aesthetics (like a fy, glass, or surf map), then you wont care.
zyklus
06-03-2007, 06:11 PM
Generally, you only want to compile with lights (with rad) only when you've finished sculpting your map. Lights should be the last stage of your map development.
madcap
06-03-2007, 06:27 PM
BSP = yes
VIS = quick
RAD = no
ZOMG! Map compiled instantly! This will make testing sooo much easier, thank you. :D
haymaker
06-03-2007, 06:57 PM
ZOMG! Map compiled instantly! This will make testing sooo much easier, thank you. :D
be aware that running this way will add more load on the engine than a true compile, as RAD does the "build visleafs"
type mat_wireframe 1 and see how much visblocking is done both ways.
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