best way to compile a map


(SoulRebel) #1

a little question:

how should i compile the final map? now i am using the batch file from the reference:

%Q3MAP_PATH% -light -fast -samples 2 -filter -patchshadows -external -lightmapsize 256 -approx 8 %GEN_OPTIONS% -v %MAP_PATH%

are the parameters correct for et maps or are there some i do not need? or exists others which can be used

and everytime i full compile my map the plants i planted under water dissapear, very strange! all other models are correct displayed


(Storm) #2

to compile a et map first select the option (single) -BSP -META in SDradiant, wait for that to finish, should’t take too long.
now select (single) -vis
wait for that…
now select (single) -light
wait…
now you can jump straight to the one that says (single) and has all the options including one that is -bounce8.

really you don’t need -vis compile or -light first, only for final maps.

but do always start of with -bsp -meta and end with the (single) option that ends in -bounces8

also you can only use the (single) compile modes for et
hope that helps


(SoulRebel) #3

thx but not really helpful… it IS a final compilation…


(G0-Gerbil) #4

Depends - I shun this like the plague because whenever I’ve tested it, I don’t really rate a xbillion compile time over a slightly better lit map.

I get the impression people use radiosity often to brighten up darker areas, but it’s simpler to just pay attention to your lighting as you create the map. That or be lazy and add an ambient light, or set the minlight value (both fudges, but fudges that can work if not overdone).

Bear in mind, nice though radiosity is, as a lighting model it tends to work best with bright surfaces, preferably saturated. ET doesn’t tend to be that bright (although more so than the monochrome world that is RTCW!). Also, the lightmap detail level is too low to really catch much of the subtlety that radiosity can bring.

So try it without first, if that’s fine, then don’t worry about bounce. Don’t expect it to make huge differences to anything other than compile time :smiley:

In radiant for a final compile then, you want to use one of the following 2 options:

  • Q3MAP2 (final) BSP -meta, -vis, -light, -fast, -filter 2
  • Q3MAP2 (final) BSP -meta, -vis, -light, -fast, -filter 2, -bounce 8

(Stektr33) #5

I believe you can lower the bounce parameter too.
Bounce is your radiosity setting and the number signifies the number of times a light ray,if you will, is bounced of the surfaces.
Correct me if I’m wrong.


(Storm) #6

Almost all pro maps are compiled with full bounce 8 as a final,
thats why i brought it up.
even if your map don’t need it by your eye, put it there anyway!
trust me… work like the pros it makes a change.


(G0-Gerbil) #7

Erm, that’s kind of the point - often it doesn’t, except to increase compile times.
It’s kinda like making all brushes structural, technically it should make things run a tad better, but the downside of having to run your compile overnight as opposed to for 5 minutes isn’t really worth it.

You trust you, I’ll trust my own judgements based on years of mapping :smiley:

Seriously though, if you feel like doing it, then that’s cool - but just doing it ‘because the pros do’ without really evaluating whether it’s necessary or not is not really my style :wink:


(SoulRebel) #8

thx… and WHY do my PLANTS disappear?.. any suggestions?

when i only -bst meta compile, the plants under water are visible… when i start -vis /light then they disappear

is there a limitation of using plant models?