Compiling set to "Fast" make a difference?
Quote from cda2369 on April 17, 2013, 5:58 pmSo when compiling, is setting the "Run VIS" and "Run RAD" to fast for the final compile a good idea? If not, what's the difference between setting them to "Fast" from setting them to "Normal"? If this didn't make sense to anyone, let me know and I'll retype my question.
Thanks,
-Cda2369
So when compiling, is setting the "Run VIS" and "Run RAD" to fast for the final compile a good idea? If not, what's the difference between setting them to "Fast" from setting them to "Normal"? If this didn't make sense to anyone, let me know and I'll retype my question.
Thanks,
-Cda2369
Quote from Lpfreaky90 on April 17, 2013, 6:06 pmThe best way to do it is go to expert mode and go for the full compile ldr+hdr -both slow something.
The VIS is vvis: the program that does visibility calculations; this should never take over a minute; if it does you seriously need to optimize your map. Doing a fast here will result in laggier gameplay for players. So don't do this!
The RAD is vrad: the program that does the lighting calculations. Doing this fast will result in, to quote the vdc: "Quick and dirty lighting. Don't ship with this. "
If you go for the expert mode you'll get -StaticPropLighting and -StaticPropPolys; which will make the lighting on your models look much better and more realistic and there are more advantages.So in conclusion if you're doing a final compile: ALWAYS go for the full (long name here) from the expert mode. It will take longer but it'll look a hell of a lot better!
The best way to do it is go to expert mode and go for the full compile ldr+hdr -both slow something.
The VIS is vvis: the program that does visibility calculations; this should never take over a minute; if it does you seriously need to optimize your map. Doing a fast here will result in laggier gameplay for players. So don't do this!
The RAD is vrad: the program that does the lighting calculations. Doing this fast will result in, to quote the vdc: "Quick and dirty lighting. Don't ship with this. "
If you go for the expert mode you'll get -StaticPropLighting and -StaticPropPolys; which will make the lighting on your models look much better and more realistic and there are more advantages.
So in conclusion if you're doing a final compile: ALWAYS go for the full (long name here) from the expert mode. It will take longer but it'll look a hell of a lot better!

Quote from srs bsnss on April 18, 2013, 5:32 amYeah, like yishbarr and LP said, when you're doing the final compile before uploading use the -full -both (slow!) one. If you're just testing, using fast compile is (mostly) fine.
2 general things to consider:
- Like LP said, if VVIS ever takes more than 1 minute, you map needs serious optimization. Most Portal 2 maps should only take a few seconds, if not just 1 second.
-Fast compile is not always good if you need to see what something looks like aesthetically. For example, when you've added some water and you want to see if it looks OK (water/goo looks awful on Fast compile), or if you're testing lighting settings. Default (Normal) is usually a good substitute for this.
In a nutshell, use Fast if nobody is going to see it, but use Final if people ARE going to see it.
Yeah, like yishbarr and LP said, when you're doing the final compile before uploading use the -full -both (slow!) one. If you're just testing, using fast compile is (mostly) fine.
2 general things to consider:
- Like LP said, if VVIS ever takes more than 1 minute, you map needs serious optimization. Most Portal 2 maps should only take a few seconds, if not just 1 second.
-Fast compile is not always good if you need to see what something looks like aesthetically. For example, when you've added some water and you want to see if it looks OK (water/goo looks awful on Fast compile), or if you're testing lighting settings. Default (Normal) is usually a good substitute for this.
In a nutshell, use Fast if nobody is going to see it, but use Final if people ARE going to see it.
Quote from Lpfreaky90 on April 18, 2013, 8:34 amyishbarr wrote:Final compile is not a good idea if you're testing your map.It is not a good idea if you're testing just basic I/O (input/output). Or when you're in the very rough fases of map making; generally in those stages I just compile full bright (I totally skip RAD).
As soon as you're starting with lighting I suggest adding a fog controller first; generally one of the default ones from global_ents works just fine. THEN start adding lights and do full compiles to check the lighting. If you're going to release the map or if someone goes playtest your map always use a full compile.
It is not a good idea if you're testing just basic I/O (input/output). Or when you're in the very rough fases of map making; generally in those stages I just compile full bright (I totally skip RAD).
As soon as you're starting with lighting I suggest adding a fog controller first; generally one of the default ones from global_ents works just fine. THEN start adding lights and do full compiles to check the lighting. If you're going to release the map or if someone goes playtest your map always use a full compile.
Quote from Skotty on April 19, 2013, 7:48 amI always test my maps with full compile (RAD only HDR). But even for a release, you don't need the -final parameter. But the rest yes!
I always test my maps with full compile (RAD only HDR). But even for a release, you don't need the -final parameter. But the rest yes!