silverwest Posted August 3, 2002 Share Posted August 3, 2002 I don't remember who had a post about this before, or even if it was on this forum. My map was taking about a minute to compile. Then I stretched a bunch of brushes down to make pits deeper. The map was about five times taller, and started taking 15 minutes to compile. Almost all the extra time was spent on lighting. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 3, 2002 Share Posted August 3, 2002 Are you using a sky shader with a sun? Normally, adding height to a normal room won't do a whole lot, but if you have a sun in your sky shader, that will do it. Link to comment Share on other sites More sharing options...
fourwood Posted August 3, 2002 Share Posted August 3, 2002 It's not necessarily the process of making the room taller, it's just that you're making much more surface area that lightmaps have to be calculated for. Link to comment Share on other sites More sharing options...
silverwest Posted August 3, 2002 Author Share Posted August 3, 2002 there's no sun, but my sky is a light-emitting shader. I think you guys explained it pretty well. My level's in the beginning stages, and right now, I just put a box around it and made only the top of the box a sky. I guess while I'm making the level, I can put a floor really high in the pit, until I'm ready to light that part, in order to save time. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 4, 2002 Share Posted August 4, 2002 It's not necessarily the process of making the room taller, it's just that you're making much more surface area that lightmaps have to be calculated for. simple, but true. Link to comment Share on other sites More sharing options...
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