- Oct 16, 2015
- 345
- 198
Yup. For every brightness level new lightmaps will have to be created at that spot which will increase the file size. It's not a big deal if you have 2-4 of them, but once every light becomes dynamic, oh boy.You have some green lights that are changing brightness. If I remember correctly, this can increase your file size because there will be more lightmaps. (maybe someone else can explain better) They are also quite strong and (not the candles that you see) lower the radius of the ones on the walls near mid.
Lightmaps are quite simple, actually. The basics of them, that is.hmm so i did not pack it correctly i will get to that right away also could someone give me a tutorial of lightmaps.
It can load the map in TF2 after compile. To get it to hijack, you just need to make sure that TF2 is open prior to compile and put a line in the compilepal config filesStrange, I managed to understand how it works in few minutes after first launch.
Compilepal is basically like window you brind on F9, but improved. It can have several compile settings sets (there are some by default - fast, full hdr, full ldr, full both, normal), and you can use any of it, also add your own compile settings still being able to use default. Also you can add several projects to work with. It packs only used content to the map, which is one of its benefits no other software achieved.
Its minus is - it can't run the game automatically after the compile.
I described it quite briefly, so here are the vdc page:
Nothing really interesting here
The facepunch thread:
Here seems to be more info