Tremulous Forum
Media => Mapping Center => Topic started by: MrFish on May 27, 2010, 09:14:37 pm
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I'm about 24 minutes into building a map with the fastest test settings. 95% of the time has been spent on this proccess- SetupEnvelopes (fast)
Setting up
Listening...
=== running build command ===
"/usr/local/games/netradiant-20100214-x86/q3map2.x86" -v -connect 127.0.0.1:39000 -game tremulous -fs_basepath "/home/micah/.tremulous/" -fs_game base -light -faster -patchshadows "/home/micah/.tremulous/base/maps/nintendo_land.map"
Connected.
threads: 4
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n
NetRadiant - v1.5.0n Feb 14 2010 18:15:35
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /home/micah/.tremulous/base/
VFS Init: /home/micah/.tremulous//base/
VFS Init: /home/micah/.tremulous/base/
VFS Init: /home/micah/.tremulous//base/
--- Light ---
--- ProcessGameSpecific ---
lightning model: quake3
lightmap size: 128 x 128 pixels
lightning gamma: 1.000000
lightning compensation: 1.000000
lightning exposure: 1.000000
lightgrid scale: 1.000000
lightgrid ambient scale: 1.000000
shader lightstyles hack: enabled
keep lights: disabled
patch shadows: disabled
deluxemapping: disabled
--- ProcessCommandLine ---
Faster mode enabled
Patch shadow casting enabled
[SHADER LOADING REMOVED]
86 light entities
--- SetupBrushes ---
2565 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupFloodLight ---
64 numFloodVectors
--- SetupSurfaceLightmaps ---
[WARNING INFO REMOVED]
2709 surfaces
2419 raw lightmaps
108 surfaces vertex lit
2601 surfaces lightmapped
2498 planar surfaces lightmapped
0 non-planar surfaces lightmapped
103 patches lightmapped
0 planar patches lightmapped
--- SetupTraceNodes ---
203215 trace windings (97.68MB)
388543 trace triangles (32.61MB)
139620 trace nodes (8.52MB)
69307 leaf nodes (4.23MB)
2 average windings per leaf node
32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
712908 grid points
--- CreateLights ---
102 point lights
0 spotlights
8458 diffuse (area) lights
0 sun/sky lights
--- SetupEnvelopes (fast) ---
I set all of my brushes to detail so I think it should be fast. However, when compiled the .bsp is over 10mb. What can I do to speed this process up?
EDIT:
It finished and here is the remaining information-
8560 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1261)
252 x 123 x 23 = 712908 grid
1511742999 grid points envelope culled
8933137 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (4)
748070 luxels
521706 luxels mapped
65452 luxels occluded
--- FloodlightRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (0)
0 custom lightmaps floodlighted
--- SetupEnvelopes (fast) ---
8560 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (245)
748070 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (1)
21725 vertexes illuminated
859536 lights plane culled
8742323 lights envelope culled
0 lights bounds culled
11026305 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating.. .storing...projecting...done.
620441 luxels used
655360 luxels stored (94.67 percent efficiency)
504 solid surface lightmaps
379 identical surface lightmaps, using 9629 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
40 BSP lightmaps
40 total lightmaps
369 unique lightmap/shader combinations
Writing /home/micah/.tremulous/base/maps/nintendo_land.bsp
Wrote 9.5 MB (9924056 bytes)
1530 seconds elapsed
Disconnecting
Connection closed.
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Which build did you choose?
And all your brushes shouldn't be detail, just details should be, structural stuff(walls, floors, roofs, etc...) should be structural
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I chose the fastest test build