Need A Fast .rad

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited December 2002 in Mapping Forum
<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.

Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    First off, I should just point out that it is not neccesary to run RAD on your map for it to play in HL. If you don't run RAD though, the map will be fullbright and also run very slowly. Why it will run slowly, I have no idea, but that's just the way it works.

    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.
  • epicglottisepicglottis Join Date: 2002-12-11 Member: 10637Members
    or you could just cordon off the area of the map you want to test the lights on
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    <!--QuoteBegin--Merkaba+Dec 18 2002, 12:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Dec 18 2002, 12:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->To change the chop value, just add the parameter <b>-chop xxx</b> to your RAD.EXE compile.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    --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-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The reason why it runs slowly is because there's data left in the BSP that RAD uses and culls out. With it still being there it causes the engine to take longer to parse the BSP tree when rendering it.
  • BobTheDogBobTheDog Join Date: 2002-11-17 Member: 9065Members
    Oh, so that's why. Allways wondered about that.
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