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Old 04-23-2003, 05:28 PM   #1
wedge2211
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q3map2 light process optimization

So I go to compile my tal Erulanei map...and the light phase takes 3 1/2 hours. Yuck. I'm wondering if there are some light options I can play around with to speed this up? This map in particular is composed mainly of patches, which are crazy to light. I used this q3map2 command:

Quote:
C:/Games/JEDIOU~1/GameData/Tools/GTKRAD~1/q3map2 -v -game jk2 -light -fast -patchshadows -filter "C:/Games/Jedi Outcast/GameData/base/maps/tal.map"
And this is the light process as it came out:

Quote:
2.5.3
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.3
GtkRadiant - v1.3.5-dev Mar 6 2003 20:31:29
One compiler to rule them all
--- InitPaths ---
Searching for "GameData" in "C:/Games/JEDIOU~1/GameData/Tools/GTKRAD~1/q3map2" (0)...
VFS Init: C:/Games/JEDIOU~1/GameData/base/

--- Light ---
Fast mode enabled
Patch shadow casting enabled
Lightmap filtering enabled
Map has shader script C:/Games/Jedi Outcast/GameData/base/maps/../shaders/q3map2_tal.shader
entering shaders/shaderlist.txt
entering shaders/shaderlist.txt (2)
entering shaders/shaderlist.txt (3)
entering shaders/shaderlist.txt (4)
entering shaders/bespin.shader
entering shaders/cinematics.shader
entering shaders/common.shader
entering shaders/decals.shader
entering shaders/derelict.shader
entering shaders/doomgiver.shader
entering shaders/effects.shader
entering shaders/erulanei.shader
entering shaders/explosions.shader
entering shaders/flares.shader
entering shaders/fogs.shader
entering shaders/gfx.shader
entering shaders/gfx2.shader
entering shaders/imperial.shader
entering shaders/items.shader
entering shaders/marks.shader
entering shaders/mars.shader
entering shaders/metashader.shader
entering shaders/models.shader
entering shaders/mp.shader
entering shaders/nar_shaddaa.shader
entering shaders/players.shader
entering shaders/sabers.shader
entering shaders/scavenger.shader
entering shaders/skies.shader
entering shaders/sprites.shader
entering shaders/system.shader
entering shaders/test.shader
entering shaders/text_crawl.shader
entering shaders/ui.shader
entering shaders/yavin.shader
entering shaders/zoom.shader
Script file shaders/Characters.shader was not found
entering shaders/lava.shader
entering shaders/liquid.shader
Script file shaders/vader.shader was not found
entering shaders/cheshire_vader.shader
entering shaders/clone.shader
entering shaders/clonecomm.shader
1267 shaderInfo
Loading C:/Games/Jedi Outcast/GameData/base/maps/tal.bsp
Loading C:/Games/Jedi Outcast/GameData/base/maps/tal.srf
--- LoadMapFile ---
Loading C:/Games/Jedi Outcast/GameData/base/maps/tal.map
entering C:/Games/Jedi Outcast/GameData/base/maps/tal.map
145 light entities
--- SetupBrushes ---
508 opaque brushes
--- SetupSurfaceLightmaps ---
1467 surfaces
1370 raw lightmaps
86 surfaces vertex lit
1381 surfaces lightmapped
72 planar surfaces lightmapped
0 non-planar surfaces lightmapped
1309 patches lightmapped
262 planar patches lightmapped
--- SetupTraceNodes ---
897139 trace windings
1440152 trace triangles
164948 trace nodes
81998 leaf nodes
10 average windings per leaf node
32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
115311 grid points
--- CreateLights ---
Sun: textures/erulanei/sky_light
Sky: textures/erulanei/sky_light
115 point lights
30 spotlights
0 diffuse (area) lights
10 sun/sky lights
--- SetupEnvelopes (fast) ---
155 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (1759)
133 x 51 x 17 = 115311 grid
654518 grid points envelope culled
15256 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (60)
335371 luxels
311351 luxels mapped
57084 luxels occluded
--- SetupEnvelopes (fast) ---
155 total lights
0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (1739)
0 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (57)
26880 vertexes illuminated
4305 lights plane culled
34284 lights envelope culled
0 lights bounds culled
151284 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating... storing...projecting...done.
332400 luxels used
376832 luxels stored (88.21 percent efficiency)
40 identical surface lightmaps, using 18459 luxels
0 vertex forced surfaces
0 vertex approximated surfaces
23 BSP lightmaps
23 total lightmaps
96 unique lightmap/shader combinations
Writing C:/Games/Jedi Outcast/GameData/base/maps/tal.bsp
Storing lightgrid: 115311 points
12415 seconds elapsed
Any thoughts?


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Old 06-01-2003, 01:21 AM   #2
DarthJMG2003
 
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Re: q3map2 light process optimization

Quote:
Originally posted by wedge2211
So I go to compile my tal Erulanei map...and the light phase takes 3 1/2 hours. Yuck. I'm wondering if there are some light options I can play around with to speed this up? This map in particular is composed mainly of patches, which are crazy to light. I used this q3map2 command:



And this is the light process as it came out:



Any thoughts?
Try to make the virtual memory bigger
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Old 06-01-2003, 01:41 AM   #3
rgoer
 
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Are you almost done with your map? If so, I'd say: suck it up, fire off your compile.bat right about bedtime, and let that puppy run overnight.

I would offer to help you out by doing a "-threads 4" compile for you, but you wouldn't really save any time, what with having to waste time emailing files back and forth.

Have you expirimented with the "-cheap" flag? It, apparently, "stops Q3Map from calculating light on a sample after it exceeds (255, 255, 255)." Perhaps that might speed things up for you?

Sorry, don't really have any more to offer... :^\
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Old 06-01-2003, 05:59 PM   #4
wedge2211
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Wow...I posted that over a month ago. And I solved the issue. And now it comes back up.


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Old 06-01-2003, 06:15 PM   #5
rgoer
 
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oh, oops... I didn't even see the original post date. I just noticed it on the front page of topics, I guess since Darth replied to it. In any case, I'm glad it has been resolved ;^)
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