[Gtkradiant] Re: Gtkradiant digest, Vol 1 #566 - 8 msgs
Tue, 6 Aug 2002 12:54:30 -0700
A selective recompile is difficult due to the order of operations in the lighting stage, but a regioned light compile is
entirely possible. It could be an argument to Q3Map that specifies a bounding box (supplied by Radiant, probably).
----- Original Message -----
From: "Tig" <email@example.com>
Sent: Tuesday, August 06, 2002 12:29 PM
Subject: Re: [Gtkradiant] Re: Gtkradiant digest, Vol 1 #566 - 8 msgs
| The -fast option in ydnar's q3map is pretty damn fast. If there was some
| way to compile a lightmap for a region that a user was working on (even
| waiting 30 seconds or so) would be much better than the current option
| of compile and test in game.
| It would only be a guide to what the lights would look like but still be
| pretty cool.
| On Tue, 6 Aug 2002 10:36:24 -0700
| "ydnar" <firstname.lastname@example.org> wrote:
| > It recalculates the lightmaps on the fly after light positions/values
| > changed, but without shadows. Tim Sweeney mentioned something about
| > UnrealEd's lighting algorithm and it sounded like VLight.
| > Bert: Rendering static lightmaps in Radiant would be the goal, so yes,
| > a lighting compile would be necessary.
| > y
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