generally, i am asking u : what type of compile do u use for ur final versions of ur maps?
i am using um, the madjack batch file;
-> meta -patchmeta, light fast, filter, samples 2, vis, fast, saveprt
which is the best one to use?
generally, i am asking u : what type of compile do u use for ur final versions of ur maps?
i am using um, the madjack batch file;
-> meta -patchmeta, light fast, filter, samples 2, vis, fast, saveprt
which is the best one to use?
First get the latest q3map2 build from http://www.shaderlab.com (first the latest stable, and then the latest nightly build)
The bsp and vis stages aren’t that important for the looks of your map it all comes down to the light stage a good setting for that is hard to give cause it’s diffirent for each map.
I use the following settings for my map, kadesh:
-light -fast -samples 3 -gamma 1.2 -dirty -patchshadows -lightmapsize 512 -external -bounce 8
With the new version of Q3map2, I used the -bouncegrid switch, which seemed to illuminate players better in RTCW.
VIS should NOT be -fast for a final compile and the only exception is when FPS / tris count is so low that it doesn’t make any differences. But, on the other hand, if mapping wasn’t thought of with VIS first, you’re probably doomed with a week of VIS -full compile.
I don’t know why you’re still asking for that question since you’ve already asked and oddly enough, I said the same thing about VIS.
BSP is not that important, just know that -meta -patchmeta is ok.
Lastly, as for -light, make a region, light compile with the options you want. Tweak, recompile, change region, repeat, rinse, etc ad nauseam…