Digital Paint Discussion Board

Development => Mapping => Topic started by: cusoman on October 26, 2008, 11:41:41 AM

Title: My lights refuse to work...
Post by: cusoman on October 26, 2008, 11:41:41 AM
My map for the mapping contest is beginning to come together, when all of sudden, in my latest fasvis rad compile, the lights refuse to turn on.  None of the compiling options seem to turn the lights on anymore. Is there any reason for this.  This map is the only map that will not compile with lights on >.> (see attached Screenshot)

-Cusoman

(http://i185.photobucket.com/albums/x23/cusoman/sshot107.jpg)
Title: Re: My lights refuse to work...
Post by: KnacK on October 26, 2008, 11:42:40 AM
(http://www.rkdm.com/theclapper/clapper-pic.jpg)
Title: Re: My lights refuse to work...
Post by: Chef-Killer on October 26, 2008, 12:04:29 PM
Looks like you have too many numportals. Can you check if you have more than 6.500? If yes, detail more things ;)
Title: Re: My lights refuse to work...
Post by: cusoman on October 26, 2008, 12:08:18 PM
I have 7939 numportals XD. And the map is only halfway done. Please explain what you mean by detailing, and how it will help :)
Title: Re: My lights refuse to work...
Post by: blaa on October 26, 2008, 12:46:36 PM
 Select the brush, hit "s" put a tick to "detail"
Title: Re: My lights refuse to work...
Post by: cusoman on October 26, 2008, 12:49:32 PM
What does a detail brush do?

-Cusoman
Title: Re: My lights refuse to work...
Post by: DrRickDaglessMD on October 26, 2008, 01:01:51 PM
In short:

The VIS compiler does its best to make the rendered scene as efficient as possible when it's drawn in the engine. This means that it works out what it needs to draw and what it doesn't need to (i.e. something you can't see from a given position because it's obscured by a wall, barrel, pornographic scene, whatever). You use detail brushes to tell the VIS compiler what it doesn't need to worry about when working all this information out, usually because the brush you're applying the Detail to is just that - a detail, not part of the core of the maps visability. If your map is a sucession of rooms with 1 or more doors to the other rooms, most of the contents of the rooms want to be detail brushes as they are just details of the rooms, not part of the Room-Hallway-Room, etc... design.

Make sure to detail as best you can and you'll see a dramatic improvement in the performance of your compilers (and r_speeds in game, usually).

I myself have just been schooled on a couple of time-saving techniques of quickly detailing maps by Jits and a couple others, check out this thread for some of them: here (http://dplogin.com/forums/index.php?topic=15157.0). (perhaps we can compile a little guide on DP Resource or something that describes these little time-saving tips?)

Looking forward to judging your submission!

Dag
Title: Re: My lights refuse to work...
Post by: cusoman on October 26, 2008, 01:03:28 PM
Thanks for the responses guys. I will edit my post if this works :D

-Cusoman

EDIT: YAY
Title: _
Post by: Dirty_Taco on October 26, 2008, 06:13:26 PM
Post removed
Title: Re: My lights refuse to work...
Post by: cusoman on October 26, 2008, 08:05:59 PM
I will keep that in mind for future maps, since i find myself going through this tedious process right now.  :)

-Cusoman
Title: Re: My lights refuse to work...
Post by: jitspoe on October 27, 2008, 04:16:08 PM
You can just select brushes and hit the "+Det" button to make them detail.  If you have a bunch of things that will always be details (don't block visibility at all - say crates and barrels) with the same texture, you can do a search by texture, then press the +Det button.  Nice and quick. :)

You might need to re-set the light values on your lights if you do this.  Sometimes +Det causes things to lose their default flags.