ReNo Posted December 2, 2006 Report Posted December 2, 2006 Well "lightmap size" should really be called luxel size as far as I'm concerned (as in setting your lightmap size in hammer to "4" means that each luxel is 4 units in size - the size of the overall lightmap depends on the size of the surface surely) but I guess you are right - bringing in another term isn't gonna help cut down on the confusion! As luxels are the individual components of a lightmap, however, it isn't always possible to use the two interchangeably. CJ you are right, small luxels = more memory = more lightmap details. So using a lightmap size of 4 is a lot more detailed than a lightmap size of 16, but it also uses 16x as much memory to store. When you get down to using a lightmap size of 1, you are using 256x as much memory as you would with a lightmap size of 16. Thing is, does that 256x as large really matter? After all, if something is tiny in the first place, it might still be tiny after making it 256x as large. It's something I planned on looking into a while back when I was writing a fairly in depth article/tutorial about lightmaps in Source, but I never ended up finishing it. Another thought is that with HDR, each luxel requires more memory, so that should also be a concern. Quote
Defrag Posted December 2, 2006 Report Posted December 2, 2006 Yeah, HDR triples the size of the lightmaps from what I remember. Quote
Zacker Posted December 3, 2006 Report Posted December 3, 2006 Hmm yeah Reno you got a point about that talking about luxel size is the technically most accurate term. Quote
D3ads Posted December 3, 2006 Report Posted December 3, 2006 or you can see them high res in this folder: http://images.rabid-monkey.com/bms_public/nov06_media/ Err.. no, you can't... Quote
ctswin Posted December 3, 2006 Report Posted December 3, 2006 There's a few of them there, check the ones with 'ingame' in the filename. Quote
Belgarion Posted December 3, 2006 Report Posted December 3, 2006 blast pit and lambda core simply floored me. i'm excited about this again. Quote
Minos Posted December 3, 2006 Report Posted December 3, 2006 Their level designers are great <3 Quote
D3ads Posted December 17, 2006 Report Posted December 17, 2006 Second media release! http://www.blackmesasource.com/ Quote
skdr Posted December 17, 2006 Author Report Posted December 17, 2006 That's so HOT. Can't wait. Quote
JeanPaul Posted December 17, 2006 Report Posted December 17, 2006 Hey! Dont foget about me! Updated the stage 2 Lab shot. And some new ones. And my personal favorite Quote
Markus Posted December 17, 2006 Report Posted December 17, 2006 Saying it's beautiful is an understatement. Very nice job, JeanPaul. Quote
KoKo5oVaR Posted December 17, 2006 Report Posted December 17, 2006 wow JP, the first screenshot just broke me, lighting brushwork textures.. damn ;X EDIT : BTW i didn't knew that this indian gentleman was part of the BMS team Quote
st0lve Posted December 17, 2006 Report Posted December 17, 2006 wow JP, the first screenshot just broke me, lighting brushwork textures.. damn ;X EDIT : BTW i didn't knew that this indian gentleman was part of the BMS team Its not cyberjunkie. Quote
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