to many large light entities close to one another put an additional strain on the rendering engine.
Not sure how you compile your maps. In Jack or Hammer itself or per batch file?
I'd recommend the latter.
Mapname.bat <<>> just click on it. It has to use the same name as your map you want to compile and needs to sit in the same folder as it.
hlcsg.exe mil_duty8 -cliptype precise -estimate -chart -nowadtextures
hlbsp.exe mil_duty8 -estimate -chart
hlvis.exe mil_duty8 -texdata 90000 -estimate -high -full -chart
hlrad.exe mil_duty8 -bounce 9 -threads 3 -notexscale -extra -estimate -dscale 1 -fade 2 -minlight 10 -scale 1.20 -smooth 90 -gamma 0.550 -texchop 192 -chop 96 -smooth 50.000 -scale 1.000 -chart
pause
Instead of fast you use -full or -normal in VIS when conducting the final compile and vice versa for dev builds. That also incorporates any textures used inside the map making .wad file requirements obsolete.
Can't really tell.. These recommendations were once given to me by one of the sven coop devs.. I liked the outcome.. It fixed tons of "black hand" issues as the map itself slightly illuminates. As for bounce - It helps to make shadows look less sharp and more natural and also helps to let dark areas not appear to dark.
So you could even go a lot higher up although 9 was ok for me.
You can build larger maps with it.. At least in the textures department.
Original tex limit used to be 2mb then 4mb.. Modern compilers support up to 16mb. Things such as Xash3D even more.
Anyway I set it to that to get a lot more texture usage in my maps. I got numerous maps that were rather large and used about 7megabyte texture memory. That command makes sure your game or compile operation wont crash.
Zhlt reference:
Alter maximum texture memory limit (in KB).
Half-Life was built with a 2MB texture limit, as was Opposing Force. The ZHLT default limit is 4MB. Even 4MB can be a bit much, when combined with model textures, skies, hud graphics, and more. This is especially true of people with older cards (Voodoo 1 and 2's, etc).
to many large light entities close to one another put an additional strain on the rendering engine.
Not sure how you compile your maps. In Jack or Hammer itself or per batch file?
I'd recommend the latter.
Mapname.bat <<>> just click on it. It has to use the same name as your map you want to compile and needs to sit in the same folder as it.
hlcsg.exe mil_duty8 -cliptype precise -estimate -chart -nowadtextures
hlbsp.exe mil_duty8 -estimate -chart
hlvis.exe mil_duty8 -texdata 90000 -estimate -high -full -chart
hlrad.exe mil_duty8 -bounce 9 -threads 3 -notexscale -extra -estimate -dscale 1 -fade 2 -minlight 10 -scale 1.20 -smooth 90 -gamma 0.550 -texchop 192 -chop 96 -smooth 50.000 -scale 1.000 -chart
pause
Instead of fast you use -full or -normal in VIS when conducting the final compile and vice versa for dev builds. That also incorporates any textures used inside the map making .wad file requirements obsolete.
> to many large light entities close to one another put an additional strain on the rendering engine.
Well the light entities are mostly textures that use lights, also this compile was with full vis and extra rad for a final compile.
> Not sure how you compile your maps. In Jack or Hammer itself or per batch file?
On hammer itself but the actual compile is done separately on a cmd window since I'm using zhlt vluzacn v34.
Also is it worth adding an extra bounce since the default is 8 ?
Can't really tell.. These recommendations were once given to me by one of the sven coop devs.. I liked the outcome.. It fixed tons of "black hand" issues as the map itself slightly illuminates. As for bounce - It helps to make shadows look less sharp and more natural and also helps to let dark areas not appear to dark.
So you could even go a lot higher up although 9 was ok for me.
I guess most of these settings are not good for me.
cliptype precise and smooth 90 sound interesting tho
Also are there any benefits in changing the texture memory limit (texdata 90000) ?
You can build larger maps with it.. At least in the textures department.
Original tex limit used to be 2mb then 4mb.. Modern compilers support up to 16mb. Things such as Xash3D even more.
Anyway I set it to that to get a lot more texture usage in my maps. I got numerous maps that were rather large and used about 7megabyte texture memory. That command makes sure your game or compile operation wont crash.
Zhlt reference:
Alter maximum texture memory limit (in KB).
Half-Life was built with a 2MB texture limit, as was Opposing Force. The ZHLT default limit is 4MB. Even 4MB can be a bit much, when combined with model textures, skies, hud graphics, and more. This is especially true of people with older cards (Voodoo 1 and 2's, etc).
Shouldn't it be put on all compilers tho instead of vis only ?