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Digital Paint Discussion Board
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Chef-Killer
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Using Arghrad?
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Topic: Using Arghrad? (Read 1540 times)
supertanker
VM-68
Posts: 127
Using Arghrad?
«
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.
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jitspoe
Administrator
Autococker
Posts: 18802
Re: Using Arghrad?
«
Reply #1 on:
May 25, 2006, 11:39:35 AM »
http://forums.gamedesign.net/viewtopic.php?t=49129
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Termin8oR
Autococker
Posts: 1023
Re: Using Arghrad?
«
Reply #2 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
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jitspoe
Administrator
Autococker
Posts: 18802
Re: Using Arghrad?
«
Reply #3 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).
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Dirty_Taco
Map Committee
Autococker
Posts: 1630
_
«
Reply #4 on:
May 25, 2006, 06:37:03 PM »
Post removed
«
Last Edit: July 26, 2010, 12:44:17 AM by Dirty_Taco
»
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jitspoe
Administrator
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Posts: 18802
Re: Using Arghrad?
«
Reply #5 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.
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Termin8oR
Autococker
Posts: 1023
Re: Using Arghrad?
«
Reply #6 on:
May 26, 2006, 02:49:16 PM »
Okay. Cool thanks.
-Termin8oR
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Digital Paint Discussion Board
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Mapping
(Moderator:
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Using Arghrad?