Hammer World Editor compiling time help

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hey guys, i seem to have problems compiling my surf map. it is not very detailed yet, i optimize my maps well, all surfaces are first textured with nodraw then i only paint the visible faces. i tied almost everything to a func_detail to help reduce the compile time. the compile still very slow, over 10 minutes, and sometimes i get error that the hammer vrad.exe has stopped responding, but after i click "close program" it goes back to the finished compile log like nothing has crashed.

i am wondering what i can do to reduce compile time. my pc has 3.6ghz cpu, 32gb ram, 4gb graphics card and 10 minutes+ for a small map seems way too long. i will post my finished compile as of this far, and i will post a picture of the map so you can see it is not large map.

if anyone can help me reduce compile time please reply to this thread.



(i even tried removing the skybox and adding just a grey texture to the box but that did basically nothing)



** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\bucklemyshoe\Documents\surf_kingston_cartel.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\mypc\Documents\surf_kingston_cartel.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\mypc\Documents\surf_kingston_cartel.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/winterplanet*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/winterplanet*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (72626 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 140 texinfos to 91
Reduced 11 texdatas to 10 (179 bytes to 129)
Writing C:\Users\mypc\Documents\surf_kingston_cartel.bsp
Wrote ZIP buffer, estimated size 82569, actual size 82221
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\bucklemyshoe\Documents\surf_kingston_cartel"

Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\users\mypc\documents\surf_kingston_cartel.bsp
reading c:\users\mypc\documents\surf_kingston_cartel.prt
 424 portalclusters
1028 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (642)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 179596
Average clusters visible: 423
Building PAS...
Average clusters audible: 424
visdatasize:48340  compressed from 47488
writing c:\users\mypc\documents\surf_kingston_cartel.bsp
10 minutes, 42 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\bucklemyshoe\Documents\surf_kingston_cartel"

Valve Software - vrad.exe SSE (Jun 14 2017)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\mypc\documents\surf_kingston_cartel.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
10586 faces
14839906 square feet [2136946432.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10586 patches before subdivision
783380 patches after subdivision
sun extent from map=0.173648
173 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (166)
BuildVisLeafs:       0...
** Executing...
** Command: Copy File
** Parameters: "C:\Users\mypc\Documents\surf_kingston_cartel.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\surf_kingston_cartel.bsp"

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  • 30d
    Emnu avatar
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    The compile times should be OK if you've turned everything into func_detail properly. "Not responding" doesn't mean it's crashing it's still compiling it even if that happens.

    Use func_details a lot. I don't think surf maps need a lot of world brushes since mostly everything will be rendered at the same time anyways (depends on the map tho).

    You can also try using func_viscluster (https://developer.valvesoftware.com/wiki/Func_viscluster) to decrease the amount VVIS takes to do its thing
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    Mantra
  • 27d
    Xx MAHA xX avatar
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    Have u ever used other compilers?Like batch compiler.

    Btw,Don't tie everything to an entity...but for your simple map it's okay.
    Asalmo Alal Hosein

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