Re: Detrement to using higher lightmap?
Posted by xenocide_x on
Wed Oct 5th 2005 at 10:17am
Posted
2005-10-05 10:17am
12 posts
281 snarkmarks
Registered:
Aug 25th 2005
Hey all, nother question form a former cs1 mapper, moving to cs:s.
When compiling maps for cs1, there was a radiosity command that double
the lightmap detail. It made the compile take a really long time, but
the shadows loooked far better.
Is there a way to do this in hl2, and, far more importantly:
Will there be a performance hit in game?
Re: Detrement to using higher lightmap?
Posted by Atrocity on
Wed Oct 5th 2005 at 10:54am
Posted
2005-10-05 10:54am
221 posts
152 snarkmarks
Registered:
Sep 1st 2003
Occupation: Level Designer/Student
Location: Toronto Ohio
There are no lightmaps in HL1
Re: Detrement to using higher lightmap?
Posted by fishy on
Wed Oct 5th 2005 at 11:00am
Posted
2005-10-05 11:00am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
you can set the value of the lightmap on a per face basis now. the texture dialogue box has a field that you can enter a non-default value.
the advice that valve/others have given is to reduce the lightmap on large surfaces that have little detail, or surfaces that a player will never be close to.
everything relates to performance, so it'll be down to you to try and strike a decent balance. good luck. :smile:
i eat paint