VIS question Created 20 years ago2004-01-11 07:08:41 UTC by leong2 leong2

Created 20 years ago2004-01-11 07:08:41 UTC by leong2 leong2

Posted 20 years ago2004-01-11 07:08:41 UTC Post #11595
'VIS calculates which polygons are visible from every point in the map, so that only polygons visible to the player are drawn at each point.'

So why does RAD take longer when you run VIS first?
Posted 20 years ago2004-01-11 07:27:24 UTC Post #11596
because without VIS, the map lighting is DIRECT ONLY, meaning that the light is simply radiated out from the light sources without any 'bounce' off the walls being calculated

you can get the same time saving effect by running RAD with -bounce 0

p.s. 'bounceing' lighting, for example, allows the ceiling around a light fixed into it to be lit from a texture light. Without bounce it would be entirely black!
Posted 20 years ago2004-01-11 11:09:30 UTC Post #11615
it still goes 'bounce 1 gatherlight' even if i enter -bounce 0 in the parameters
Posted 20 years ago2004-01-11 14:13:42 UTC Post #11632
you aren't doing something right then, thats a correct parameter

For quick compile I use:
hlrad.exe -sparse -bounce 0 -chop 128 -smooth 80 -lights lightsfile -chart -estimate mapname

gives reasonable lighting and the proper estimation values (rather than %age)
Posted 20 years ago2004-01-11 14:23:26 UTC Post #11634
yeh, i figured it out... stupid typos
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