cod2-sdk/docs/lighting/compiling.htm

47 lines
1.8 KiB
HTML

<html>
<head>
<meta http-equiv="Content-Language" content="en-us">
<meta name="GENERATOR" content="Microsoft FrontPage 5.0">
<meta name="ProgId" content="FrontPage.Editor.Document">
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<title>Compiling And Iteration</title>
</head>
<body>
<h1>Compiling And Iteration</h1>
<hr noshade="noshade" size="1">
<h2>Compiling</h2>
<p><b>Using Compile Tools</b> </p>
<p>Inside <b>call of duty/bin/</b>,(thanks to Chad G.) there is an exe that is
an interface with the compiler. Use this application instead of the command line
to iterate. </p>
<p>The first section on the left is a list of your maps. </p>
<p>The next section in the middle at the top is where you set your options for
compiling the geometry and light map resolution. </p>
<p>The section in the bottom middle is where you set your lighting options. </p>
<p>&nbsp;</p>
<p style="text-align: center">
<img border="0" src="codtools.jpg" width="784" height="638"><br>
&nbsp;</p>
<p>&nbsp;</p>
<h2>Iteration</h2>
<p>Iterating on your maps can be a very slow process when it comes to lighting.
</p>
<p>You can speed this up somewhat by using lower quality settings. </p>
<p>The first thing you can do is set the <b>samplescale</b> to higher numbers
for a lower light map resolution. The default is 1. </p>
<p>The other thing you can do is use <b>fast</b> in the lighting section. </p>
<p>After you have tweaked your map enough, you can then use default <b>
samplescale</b> and set the lighting section to <b>extra</b>. </p>
<p>Using <b>modelshadows</b> may slow things down, but I have not noticed any
big difference in render times.</p>
<hr noshade="noshade" size="1">
<p>&nbsp;</p>
<p>&nbsp;</p>
</body>
</html>