EMF Universe Posted March 21, 2004 Share Posted March 21, 2004 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 Link to comment Share on other sites More sharing options...
GothiX Posted March 21, 2004 Share Posted March 21, 2004 In that case, _lightmapscale to 4. Looks horrible tho. Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 21, 2004 Share Posted March 21, 2004 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. Link to comment Share on other sites More sharing options...
EMF Universe Posted March 21, 2004 Author Share Posted March 21, 2004 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 Link to comment Share on other sites More sharing options...
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