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Maps (especially lighting) can look quite different depending on who compiled it. We should have some kind of reference or standard for map compiling parameters that are ideal for modern PCs and players. Always, always use VHLT v34 for compiling!
EXAMPLE MY CONFIG for Nem's batch compiler:
CSG (wads will differ per map)
BSP all defaults
VIS
RAD
The text was updated successfully, but these errors were encountered:
For MS maps, the RAD process can make or break our visuals! Since we have a lot more organic or natural materials to our levels, I recommend using -extra, -bounce 20, and -smooth 75 (or higher). This makes the lighting higher quality in darker and dim lighting scenarios, and increases visual fidelity overall in the map by applying phong shading to more continuous faces. Experiment with your own bounce value to find something that works with the map lighting at hand.
Maps (especially lighting) can look quite different depending on who compiled it. We should have some kind of reference or standard for map compiling parameters that are ideal for modern PCs and players. Always, always use VHLT v34 for compiling!
EXAMPLE MY CONFIG for Nem's batch compiler:
CSG (wads will differ per map)
BSP all defaults
VIS
RAD
The text was updated successfully, but these errors were encountered: