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How can I shorten my light compile???

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 EMF Universe
03-21-2004, 12:31 PM
#1
Ok, I’m doing Coruscant for aotc tc and I sit with a problem.

I’ve got a real big map with LOTS of patches and LOTS of lights. I had to add the –lomem command in my light stage compilation otherwise I got that safe_malloc error. I also have gridsize on 512 512 512 and Lightmapscale on 1.5 in my worldspawn. Now I’m able to compile the map but it takes an eternity.

I can’t work that way and I need to find a way to make my light stage compilation faster. If anyone could suggest how I can do that I would really appreciate it. Any good worldspawn command or some compilation command (-lomem –fast etc.) Right now I don’t really care much for the quality of the light as long as there is light.

Thanks
 GothiX
03-21-2004, 1:19 PM
#2
In that case, _lightmapscale to 4. Looks horrible tho.
 WadeV1589
03-21-2004, 3:52 PM
#3
1.5....try 2 first, then 3.

If you have places you just don't need shadows at all really func_group them and set _lightmapscale to 8 on that func_group.

also if you have brushes inside the map (not the hull) that don't cast shadows, func_group them and set a key/value of _cs/0 which will stop them casting shadows.

If you have patch meshes, lots of them and they don't cast shadows, don't use -patchshadows. If they do and they don't need to be totally smooth on sharp edges, convert them to an ase model and create a shader to use a shadeangle of 179.
 EMF Universe
03-21-2004, 5:10 PM
#4
Thanks for the advice.

I will try and group all my big buildings and give them that huge lightmapscale value, while i keep the worldspawn on _lightmapscale 1.5
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