Tremulous Forum
Media => Mapping Center => Topic started by: Megistos on June 08, 2007, 11:47:51 pm
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Hi guys,
I've been building a fairly simple map to see what I can do with GtkRadiant, but already I've noticed that the "IlluminateRawLightmap" phase of compilation takes a long time - much longer than any other phases. Is there anything I can do to reduce this time (while still keeping the map well lit) or is it an unavoidable function of the size and complexity of your map?
Cheers!
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Lots of lights (mostly entity lights) close together cause a longer light-phase time. Perhaps you have to many small lights? Try using shader lights if you aren't already!
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If you use the "-bounce" parameter to compile, it will increase the time of that compilation phase. Some shaders can also increase that time considerably.
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IlluminateLightMap naturally takes a long time, as it's usually the longest phase in the compilation process.
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Try setting '_lightmapscale 2' in the worldspawn and check if it helps. This lowers the resolution of the calculated lightmap, resulting in less 'sharp' shadows. To keep the shadow 'sharp' in places where you really want (like a light shining through a grate for example) func_group the brushes that recieve the shadow and give the func_group a _lightmapscale 1, or lower. You can use different _lightmapscale settings throughout your map, giving you a good way of striking a balance between compile time/BSP filesize and looks. Good luck!
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optimize your argument list - look at the q3map2 manual, the default ones in radiant are not the best, eg they have super instead of samples.