Final Compile...


(Danne) #1

This may be a dumb question but, which command variables should I use when I do the final compile?

I’ve been using the 2.3.32 compile variables so far… (those commands what were included in GTKRadiant 1.2.11).


(Matt) #2

I’ve been screwing around with the variables, and the ones I always use are:

-fast
-fastgrid
-filter
-patchshadows
-super 2

Depending on how you lit your map, you may also need to try screwing with the -area and -point commands, so if your map turned out a little too dark, you can easily just enter in -area 1.5 and -point 1.5 and you’re set.

You should always try -bounce for radiosity. Save and compile the map twice, once with -bounce 3 and one without, to see which you like better.

Anyone have a better set?

I’m not sure what to set -samplesize to, so I leave it default. It says NxN, and uhh I think 16 is default, so does that mean if I put 32x32 as the number will the shadows be half as jagged, or…


(Danne) #3

Thanks.

Does anyone have a complete list of variables and possibly what they do?


(UniKorn) #4

If you dload the quake toolkit by Hr. O you can see all the q3map2 variables and what they do in the GUI.


(Danne) #5

And where do I get that?


(Old_Fellow) #6

Hr.O’s Q3map2Toolz
Eraser’s Q3map2 Reference Card
Eraser’s QToolkit


(Matt) #7

What would give the absolute smoothest shadows?

-filter, -super 2, and what should I use for -samplesize? Compile time doesn’t matter.


(ydnar) #8

Don’t use -samplesize. It sets the global lightmap sample size and will quadruple the compile time and number of lightmaps.

Use per-entity (including func_group) _lightmapscale to set lightmap resolution.

For final compiles, try:

-light -fast -samples 2 -filter -bounce 8

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