Max_patches

ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
<div class="IPBDescription">lil question</div> I hit max patches in my map. I dont know if I can lower it enough on what I know to get the lil bit done that I need. But, I have a lot of lights that are hanging off the wall 1 unit cause I thought it would be more costly to push it into the wall and aline the light face with the wall. Am I wrong with this, if so, I may be able to get a lot of spare patches to finish up.

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ssjyoda+Sep 11 2003, 09:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Sep 11 2003, 09:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hit max patches in my map. I dont know if I can lower it enough on what I know to get the lil bit done that I need. But, I have a lot of lights that are hanging off the wall 1 unit cause I thought it would be more costly to push it into the wall and aline the light face with the wall. Am I wrong with this, if so, I may be able to get a lot of spare patches to finish up. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Are you using RAD with -sparse? It's slower, but doubles the number of patches that you can use.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    It does, does it. Wish I had known bout that before, heh. I just love it when i get the chance to learn these neat lil things. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Thanx Cagey. Oh, and i also wana thank you for the compile tools, make everything betta.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Other solutions = NULL face on any surface that won't be seen by anyone, or adding -chop 128 or so to your RAD exe file (although, this will make your lighting a little less detailed). If compiling with -sparse doesn't take a stupidly long time, then use that for a final compile.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    There's also the -notexscale option on hlrad. It changes the chopping process so that each patch's size isn't affected by the scale of its texture. This would only be useful if the majority of your faces are scaled below 1.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited September 2003
    Humm.. You people are all right about this, but, I have to ask a little question..
    Is it smart to compile RAD with both -sparse and -notexscale ??

    EDIT: I use batch compiler.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Usually just using -sparse will get the job done, as it sets the limit higher than an average map should require. -notexscale could be tried first to see if you can compile with the normal limit. There shouldn't be too many maps that need to use both options.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    It only added 15 minutes to compile time, so now its only 45-50 minutes.
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