Bounce bounce bounce
HanzGruber
Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">How many bounces do you like?</div>Just curious what some of the "big" mappers use for the bounce setting in RAD?
I personally use 1 or 2 but if the head honchos are using a different setting...I'd like to know <!--emo&:)--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
in fact... could people post their compile settings so we can all compare cause compile settings influence look a fair bit <!--emo&???--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
mine are
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
hlcsg -hullfile nshulls.txt -estimate -wadinclude ns_wad.wad -wadinclude HW_Glass.wad -chart %1
hlbsp -estimate %1
hlvis -estimate -full -chart %1
hlrad -estimate -notexscale -sparse -extra %1<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
<!--emo&:)--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I personally use 1 or 2 but if the head honchos are using a different setting...I'd like to know <!--emo&:)--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
in fact... could people post their compile settings so we can all compare cause compile settings influence look a fair bit <!--emo&???--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
mine are
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
hlcsg -hullfile nshulls.txt -estimate -wadinclude ns_wad.wad -wadinclude HW_Glass.wad -chart %1
hlbsp -estimate %1
hlvis -estimate -full -chart %1
hlrad -estimate -notexscale -sparse -extra %1<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
<!--emo&:)--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
Stupid RAD started running out of patches even when I was running -sparse or -nomatrix. :-\ Lighting in Eclipse is a bit blockier than I'd like as a result. <!--emo&:(--><img src="http://207.44.144.68/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
hlcsg.exe -chart -estimate -wadconfig NS -hullfile nshulls.txt ns_lost.map
hlbsp.exe -chart -estimate ns_lost.map
hlvis.exe -chart -estimate -full ns_lost.bsp
hlrad.exe -chart -estimate -bounce 4 -smooth 80 -sparse -extra -chop 32 -noskyfix -lights lost.rad ns_lost.bsp
1. you should use a -full vis option cause it gives you a more optimised r_speed read-out.. sometimes r_speeds are higher but for the most part they are actually lower
2. From my understanding of bounce, the less bounces used the purer the light will be - as in, rooms will be lit only where you want them to be and there will be no splash (or bounce) of light... so the higher bounce count will mean, in effect, brighter or more averaged lighting...
[edit]I meant to ask, what are the advantages of -chop 32 and -smooth 80?[/edit]
c:\jordi\hlcsg.exe -texdata 8192 -chart -nowadtextures -hullfile c:\sierra\half-life\nstr\nshulls.txt
c:\jordi\hlbsp.exe -texdata 8192 -chart
c:\jordi\hlvis.exe -full -texdata 8192 -chart
c:\jordi\hlrad.exe -texdata 8192 -chart -bounce 1 -sparse -lights C:\sierra\half-life\nstr\maps\lights.rad
i know its kinda stupid the -texdata 8192 in all but im just too lazy to erase it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I just used chop 32 and it made my vismatrix go from 3.0mb to 14.3 mb...and also made it take SOOOOO long to compile.... I was looking for an improvement and couldn't notice.... what exactly does it do?
This halves the size of the patches (squares used to calculate shadows), increasing the resolution of your shadows to prevent jaggy shadows.
Note that this almost quadruples your patch count, probably pushing you over the limit and at least greatly increasing compile times.
I thought that using -extra also decreases the -chop size, don't know if that's cumulitive with the use of "-chop n" or not.
<i>and -smooth 80?</i>
Treshold angle for faces which are rendered "smooth" (Phong or Gourad or whatever it's called). This means that the lightmaps of different faces that join at an angle less then that will seamlessly merge, creating the illusion of "roundness".
When looking at the setups posted so far I'm missing a "-dscale 1" parameter. This will remove a bug in the compile tools, reducing the direct lighting to their true values.
When using this on an map where lights have already been placed, you'll need to increase all light values, and probably decrease your -bounce value to about 1 or 2. The resulting map looks a lot better IMO.
More information can be found <a href="http://www.valve-erc.com/content/resources/zhlt/ZHLTReference.html" target="_blank">here</a>.
And I am using -full for vis. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-smooth I use because of the obscure angles all throughout my map. I can't say I've noticed much of a difference, but then I've never really looked, and it doesn't increase compile time substantially.
I'm going to try some experimenting with -dscale 1 and fewer bounces now, as I've never really understood -dscale, and am interested to find out how it will affect my map.
Uh... since when is 8 the default value instead of 1? What front-end compiler are you using?
but 8 might not be the default, because I rarely make new .bat fils, I just edit old ones and save them under a new name
dscale doesn't have much of an effect because I use mostly radiosity lighting (and I don't think it effects light_env), but fewer bounces is great. Makes it look much crisper.
That's the point of setting -dscale to 1 and increasing the light values: you relatively increase the radiosity (bounce) lighting, so you can suffice with fewer bounces, so your lighting is "sharper".
Like I said, it's very subtle, and especially moreso since those are 400x300 images. But trust me, it's very noticable if you know the map as well as, say, the mapper.