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)
QuoteSetting 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-
Quote
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.
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
I chose the fastest test build