Author 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.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Using Arghrad?
« Reply #1 on: May 25, 2006, 11:39:35 AM »

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

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).

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 »

jitspoe

  • Administrator
  • Autococker
  • 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.

Termin8oR

  • Autococker
  • Posts: 1023
Re: Using Arghrad?
« Reply #6 on: May 26, 2006, 02:49:16 PM »
Okay. Cool thanks.

-Termin8oR