Vegeta Posted August 3, 2015 Share Posted August 3, 2015 I've never tried using the Q3map2GUI's "FINAL(long time compile)" option on any large scale maps. About how long would it take on a computer with a quad core 2.8Ghz processor, and 12GB of RAM, for a map with over 4500 brushes and 730 entities (most being lights) ? Just wondering, because I really feel like the more accurate light rendering might be worth the wait time. Link to comment
eezstreet Posted August 3, 2015 Share Posted August 3, 2015 I don't know. Why don't you compile it and find out? mrwonko likes this Link to comment
Vegeta Posted August 3, 2015 Author Share Posted August 3, 2015 @@eezstreet LMAO Okay, I will. Probably overnight though. Tried once before and it got stuck on one aspect of the lighting for several hours without showing any signs of change, and eventually I had to abort the compilation entirely... Link to comment
Raz0r Posted August 4, 2015 Share Posted August 4, 2015 If you're after better lighting quality, you should probably be fine-tuning q3map2 switches yourself. I've made some pretty good improvements to base maps by testing out various switches rather than Radiant's pre-defined ones. Lighting is always pretty expensive, but the more expensive operations are also documented as such. Link to comment
Xycaleth Posted August 4, 2015 Share Posted August 4, 2015 The big killer in the lighting stage is -bounce. This attempts to simulate how lights reflects off of surfaces and illuminates nearby objects and I think will take the majority of the compile time. Link to comment
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