Digital Paint Discussion Board

Development => Mapping => Topic started by: supertanker on May 24, 2006, 10:38:15 PM

Title: Using Arghrad?
Post by: supertanker on May 24, 2006, 10:38:15 PM
How can I use ArghRad with GTKRadiant?

Also can anyone send me the most recent version? There download server is broken and I only have an old crap version.
Title: Re: Using Arghrad?
Post by: jitspoe on May 25, 2006, 11:39:35 AM
http://forums.gamedesign.net/viewtopic.php?t=49129
Title: Re: Using Arghrad?
Post by: Termin8oR on May 25, 2006, 01:00:16 PM
How to get ArghRad to work faster? im patient but when i takes 4-6 hours to compile just to test lights i get mad! I wish it was faster!.....!
What can I do to make compiles faster?

-Termin8oR
Title: Re: Using Arghrad?
Post by: jitspoe on May 25, 2006, 04:12:23 PM
- Make sure the map is vised.
- Scale textures up on large surface areas to decrease the lightmap size.
- Avoid large, open areas in general.
- Scale the textures up on any triggers to an extremely high value (nobody's going to see them anyway, so lighting doesn't matter).
Title: _
Post by: Dirty_Taco on May 25, 2006, 06:37:03 PM
Post removed
Title: Re: Using Arghrad?
Post by: jitspoe on May 26, 2006, 12:41:42 PM
Just trigger.  Triggers are entities, like platforms, doors, etc.  It's the game code that controls what they do, not the compiler.  Hint and clip brushes shouldn't be lit, though.
Title: Re: Using Arghrad?
Post by: Termin8oR on May 26, 2006, 02:49:16 PM
Okay. Cool thanks.

-Termin8oR