Compiling Concern Created 20 years ago2004-01-13 20:35:24 UTC by esmajor esmajor

Created 20 years ago2004-01-13 20:35:24 UTC by esmajor esmajor

Posted 20 years ago2004-01-13 20:35:24 UTC Post #12016
I am making a Jail CellBlock... 48 cells total...

I want to add lights to each cell... I'm not sure if I should use point lights, or texture lights... which one would be easier to compile and run? :confused:
Posted 20 years ago2004-01-13 20:43:37 UTC Post #12018
if its 48 cells in a row, I'd rethink what you are doing ;)
Posted 20 years ago2004-01-13 21:20:25 UTC Post #12022
24 cells per level - 10 on one side, 10 opposite that side, and 4 on one wall... upper level is duplicated (this is going to be a close reproduction of a jail I was once in)

I ran out of other ideas. :P
Posted 20 years ago2004-01-13 21:21:55 UTC Post #12023
Forgot to mention the map is in the vault in unfinished... "Cell-Block D" I believe I titled it.
Posted 20 years ago2004-01-14 02:06:37 UTC Post #12032
It shouldn't really matter which way you do it. 48 lights isn't that many, especially if the cell block is the extent of the level. If you're building the cells bars individually then texture lights will cast slightly smoother shadows.
Posted 20 years ago2004-01-14 03:16:04 UTC Post #12033
If you download the unfinished map I have in the vault, you'd see each cell is solid wall, and only the doorways are open... I'm going to put sliding "grate" doors... kinda like alcatraz. ;)
Posted 20 years ago2004-01-14 03:45:47 UTC Post #12034
UPDATE: I tried a red texture light in each cell (in the upper corner of the ceiling/wall opposite each cell door) for a total of all 48 cells... PLUS 6 big white lights on the MAIN cell-block ceiling, and the RAD took 25 seconds to compile.

I haven't tried point lights yet. :nuts:
Posted 20 years ago2004-01-14 18:02:43 UTC Post #12116
Hmm.. 48 cels lit the same way can be monotonous, try adding a bit of difference, make some cells dark, some flickery lights here and there...
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