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ZAPHOD/MACMAN: Lighting in de_prodigy, reveal your secrats!?

  • DD
  • December 18, 2004 at 4:32 AM
  • DD
    • December 31, 2004 at 8:33 PM
    • #21

    Doom 3 has real-time light preview... I don't want that. When I said light-preview I meant something more like UnrealEd where you hit a light-compile button (and you can adjust settings) and see the changes. Compiling light in hl2 is so much faster than hl1 thanks to all point based lights adding a features like this would be pretty easy.

    As for you RAM problem with steam, and working with hammer through steam does blow ass, what I do is quit the editor/steam and compile with bat files to make it that much faster.

    Yes they can get away with it, and have, and will but that doesn't mean it shouldn't have been done. Maybe hl2 wouldn't have taken 5 years. D:

  • Defrag
    • December 31, 2004 at 9:35 PM
    • #22

    Perhaps they will release an update to Hammer with a lighting preview in future. We can but dream.

  • Tequila
    • December 31, 2004 at 10:15 PM
    • #23

    We can. But it isn't going to happen.

    Also: DD, can you help me out in regards to .bat files? I really want to be able to compile outside of Hammer, but don't have a clue where to start.

  • DD
    • January 1, 2005 at 12:42 AM
    • #24

    Sure... I'll post the file when I get back to Texas. It's pretty simple though, you just CD to your tools directory, type the name of the build programs and then the address of your map.vmf. You could try to figure it out in the mean time but I'll post it later.

  • Defrag
    • January 1, 2005 at 12:58 AM
    • #25

    In days gone by I would use the TBCC (Tool Box Compilation Controller) for compiles. It was a sweet tool that would output a .bat file according to the specifications you set using the GUI. There were loads of options for each stage of compilation set by using checkboxes / fields and whatnot. Great little tool. Unfortunately it got abandoned

  • OL
    • January 1, 2005 at 12:59 AM
    • #26

    guys nems batch compiler has been updated for source if i remember correctly

  • Defrag
    • January 1, 2005 at 1:03 AM
    • #27

    Cool, I'll check it out when his site actually works again, thanks.

  • Tequila
    • January 1, 2005 at 1:50 AM
    • #28

    Yeah, I'll check it out.

  • DD
    • January 2, 2005 at 8:03 AM
    • #29
    Code
    cd "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\bin"
    
    
    
    
    
    
    
    
    vbsp.exe "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"
    
    
    
    
    
    
    
    
    vvis.exe "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"
    
    
    
    
    
    
    
    
    vrad.exe -smooth 85 "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"
    
    
    
    
    
    
    
    
    pause
    Display More

    Fill in ** **

    smooth 85 increases the smoothing group angle to 85 degrees... since the default is like... 0.000000000892731 degrees of wtf?

  • InsaneSingingBlender
    • January 2, 2005 at 4:44 PM
    • #30

    k it works but for rad its always searches for lights.rad and cant find it and my maps are fullbright

  • skdr
    • January 2, 2005 at 4:50 PM
    • #31

    lights.rad is located in your Steam cache, dont care about that, there's bunch of textures set to emit light (mostly single color textures like white(light) etc).

    Make sure your map doesnt have a leak.

  • InsaneSingingBlender
    • January 2, 2005 at 5:07 PM
    • #32

    i fixed it, all i had to do was create a lights.rad in the bin directory

  • Tequila
    • January 2, 2005 at 6:39 PM
    • #33
    Quote from DD
    Code
    cd "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\bin"
    
    
    
    
    
    
    
    
    vbsp.exe "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"
    
    
    
    
    
    
    
    
    vvis.exe "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"
    
    
    
    
    
    
    
    
    vrad.exe -smooth 85 "**YOUR STEAM DIRECTORY**\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\**MAPFILE**"
    
    
    
    
    
    
    
    
    pause
    Display More

    Fill in ** **

    smooth 85 increases the smoothing group angle to 85 degrees... since the default is like... 0.000000000892731 degrees of wtf?

    Odd indeed. Cheers DD.

  • Swatje
    • January 3, 2005 at 11:36 PM
    • #34

    fan :

    are dynamic shadows supoorted?

  • von*ferret
    • January 3, 2005 at 11:58 PM
    • #35

    halflife2 doesn' thave "dynamic shadows"

  • DD
    • January 4, 2005 at 5:29 AM
    • #36

    It does too. Although fixed lighting point.

  • wacko
    • January 4, 2005 at 5:58 AM
    • #37

    it does not have the same dynamic shadowing that let say doom 3 would have and there is an easy way to prove that build a wall make it fun_breakable... place a "Dynamic Light" and then blow up the wall and wow the shadow from the wall is still there... but the wall is not there Hmmm I don't know... How does that happen??? explain to me the dynamicness(not really a word) of that.

  • kleinluka
    • January 4, 2005 at 1:35 PM
    • #38

    I wouldn't call the lighting in HL2 dynamic. Dynamic lighting to me means lighting that changes with moving objects, like a lamp that is rolling around on the floor changes the lighting and shadows etc. And since he was asking for "dynamic shadows" - no i don't think that is possible in Source.

  • wacko
    • January 6, 2005 at 9:08 AM
    • #39

    its not possible.... Which i stated but i guess my lack of knowledge on anything mapping related just over powers what i said.

  • Defrag
    • January 6, 2005 at 11:33 AM
    • #40

    Thanks for posting that batch file. I was having lockups in hanger whilst compiling (crashed vrad, too). With the batch file it runs swimmingly.

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