Need A Fast .rad
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Because NS maps have more light sources.</div> Anyone knows a .rad (or settings and tricks) to make this process as fast as possible?
I dont need to see (correct) reflections on player models.
I dont want light spots as smooth as possible.
How to increase the grid detail (e.g. of light spots)?
All I want to see is a FAST LIGHTNING on my textures.
The box trick (keeping compiled map area small) is neat but it still takes long.
I dont need to see (correct) reflections on player models.
I dont want light spots as smooth as possible.
How to increase the grid detail (e.g. of light spots)?
All I want to see is a FAST LIGHTNING on my textures.
The box trick (keeping compiled map area small) is neat but it still takes long.
Comments
Now,
I'm not sure how much of a difference it makes to the speed of compile, but increasing the 'chop' size should make things run a little quicker. 128 is the highest you can probably go whilst still keeping the lighting looking acceptable, but for simple testing purposes you can probably go as high as 1024 (the number MUST be in multiples of 32), assuming that you can compile with it set that high. I've not tried it myself.
To change the chop value, just add the parameter <b>-chop xxx</b> to your RAD.EXE compile.
Also, be sure that you don't have either -extra or -sparse anywhere in the parameters, as these slow down compile times considerably.
I'm sure there must be other ways to speed up RAD at a cost of quality, but I can't think of any.
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--chop 999 is my personal preference. I can light my entire map in about 2 1/2 minutes as opposed to 2 1/2 hours.
But I have managed to hit the texture light limit in rad lighting... so much for my subtle glows from the hive textures... oops <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->