Don't You Just Hate Testing The Lighting.
Heist
Join Date: 2002-11-09 Member: 7922Members
OK guys this is just a convenience issue. What order to you build things in and how do you test out all the lighting. Personally I started by building, texturing and the lighting 2 rooms. I then start just building the rest of them map. The problem is now it's hard to constantly check up as I try and light the darned place. It just takes forever each time I want to change something. I was wondering if anyone built the rooms and lit them by themselves in a seperate test map.
Can anyone just shed light on your methods. Thanks
Can anyone just shed light on your methods. Thanks
Comments
as for testing, i test the map as it evolves. When i complete a room, i test it (not just the room, but the rest of the built map as well.) i dont do that whole one room at a time, one rmf for each room and paste it all into one in the end kinda thing.
If I am detailing a specific area I will use the cordon to only compile that, however when I'm happy with the area I will do a full compile and see how this has effected r_speeds in other areas.
This way you know your gameflow is going to be right from the first compile. You know your lines of sight are right from your second compile onwards. You can see how many planes, faces, entities, vertexes and othe resources you are using as you go. By keeping an eye on your resource usage you can ensure that you won't run out before the map is finished and have to go back an cannibalise finished areas.
ERM, Hello! Has anyone heard of the 'run with visible objects only' compile option in VHE? It only compiles the stuff that isn't hidden using a VisGroup! Just select all the chunks of your level you don't wanna bother compiling, hide them, seal off any holes leading to the void, stick in a spawn entity, and away you go! Compile using that NEAT option, and you can test lighting in seconds! Woo!
Also, when you're done, just make the hidden part visible, and then click the Edit button in the VisGroup bar and remove the VisGroup (unless you plan to use it again, otherwise it'll be more convenient to get rid of it like that.)
Re: My mappin' methods:
I usually map a room at a time (sometimes I leave it as just a blank box and move on and add detail later, though.) With the map I'm currently working on, I do the brushwork and architecture first and worry about textures later. I just use a generic texture on all brushes and then create and apply the textures later. I'm in a bit of a pickle with texturing this map... I can't seem to make the textures look good. Also, I'll be a lot of work if I want different texture motifs for different parts of the map. Oh well.
I have the ideas for architecture and lighting all worked out ahead of time... the lighting should be PART of the architecture, it looks WAY more realistic that way... otherwise lights are just boxes on the roof (and word out to all the n00bs, don't EVER put in a light without an obvious source). For those that are just sticking with the NS wad, it is best to texture while you go, so that your brushes work with the existing textures. Since I'm making a lot of my own textures with my map (still nameless, I called it ns_nuclear in a thread a while back, btw) the textures will have conform to the architecture. Although making textures for maps is a dirty **obscenity** with VHE. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->