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Thread: the hidden in the final frontier ?

  1. #21
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    I'd hate to see the map file size if that big room was full of individually shoot-able lights. It's already 2^3 light maps for just those 3.
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  2. #22
    Join Date
    May 2011
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    74

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    Found out shootable lights are bad as a separate lightmap is generated for EVERY possible combination of lights
    Making file sizes big an compile times longer
    I may include a few in the mall cause it's a fun idea

  3. #23
    Join Date
    Jun 2011
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    Moscow, Russia.... fuck.........
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    84

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    i thought it was dynamic light entity
    if you're lookin' for trouble - I'm the man to see. If you're lookin' for a-satisfaction I'm satisfaction - guaranteed

  4. #24
    Join Date
    May 2011
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    74

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    LIght entitys tend to be expensive to render either ingame or in the compile based on type

    This also explains why so few of those things exist within maps
    The limit the rest of the map either in speed or large downloads

    Named lights are also limited to no more than 2 different named lights per surface an no more than 32 named lights total this with the increased compile times tend to put Ppl off using a whole lot of them

  5. #25
    Join Date
    May 2011
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    74

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    Earlist I can start making these maps is December

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