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Author Topic: SetupEnvelopes (fast) - What is this?  (Read 416 times)
MrFish


Turrets: +16/-500
Posts: 200


« on: May 27, 2010, 08:14:37 PM »

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)

Quote
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-

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.
« Last Edit: May 27, 2010, 08:18:26 PM by MrFish » Logged
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« Reply #1 on: May 27, 2010, 08:25:20 PM »

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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MrFish


Turrets: +16/-500
Posts: 200


« Reply #2 on: May 27, 2010, 08:27:05 PM »

I chose the fastest test build
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