[Solved] Compile two maps into one .bsp & HQ lighting

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iSpectra
49 Posts
Posted Mar 06, 2013
Hi there,

my current project is split into two different .vmf files, two custom instances and one custom texture. How can I compile them, so that I can release them as one file, because I'd like to publish it in the Steam workshop without forcing the player to take further install actions.

I'm also interested in knowing, if it's possible to get better lighting quality than the standard compiling options set to "normal" + "HDR". Some objects I use are casting much nicer shadows when I compile them withing PTE.

Best regards,
iSpectra

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Lpfreaky90
2,842 Posts
Posted Mar 06, 2013
Replied 13 minutes later
adjust your layout in such a way that you can link the maps together, once you've done that; import one map into the other by adding in an instance. Generally the easiest way of doing this is hiding the exit from the first map and hiding the entrance from the second map.

If you want more fancy lighting: Go to expert compile and compile with the both final (slow!) thingy :smile:

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iSpectra
49 Posts
Posted Mar 06, 2013
Replied 10 minutes later
I can't add any more instances because my entrance is already near the max. allowed objects of 4092.
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Lpfreaky90
2,842 Posts
Posted Mar 06, 2013
Replied 1 hour later
erm; o_O okay... yeah in that case; I'm afraid you can't then :sad:
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Skotty
671 Posts
Posted Mar 06, 2013
Replied 13 minutes later

iSpectra wrote:
max. allowed objects of 4092.

4096.

Yes, more than this isn't possible. Garry's Mod is so far the only Source based game that can handle up to 8192 entities in one map.

Lpfreaky90 wrote:
Go to expert compile and compile with the both final (slow!) thingy :smile:

That is wrong.
"-final" only casts better light for light_environemt. It makes compile take about 4 times longer and only adds visible better lighting at places where sunlight fades to (absolute) darkness (like sun light shining into an dark tunnel).

https://developer.valvesoftware.com/wiki/Vrad#Effects

You should use the following additional parameters for VRAD in expert mode:

-both -StaticPropLighting -StaticPropPolys -TextureShadows

"-both" means LDR and HDR.

For sharper shadows you have to decrease lightmap scale on surfaces. https://developer.valvesoftware.com/wiki/Lightmap

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Lpfreaky90
2,842 Posts
Posted Mar 06, 2013
Replied 1 hour later

Skotty wrote:
Lpfreaky90 wrote:

Go to expert compile and compile with the both final (slow!) thingy :smile:

That is wrong.
"-final" only casts better light for light_environemt. It makes compile take about 4 times longer and only adds visible better lighting at places where sunlight fades to (absolute) darkness (like sun light shining into an dark tunnel).
https://developer.valvesoftware.com/wiki/Vrad#Effects

You should use the following additional parameters for VRAD in expert mode:
-both -StaticPropLighting -StaticPropPolys -TextureShadows
"-both" means LDR and HDR.

For sharper shadows you have to decrease lightmap scale on surfaces. https://developer.valvesoftware.com/wiki/Lightmap

Yea; sorry I ment the preset with final (slow!) in it; it also has -staticproplighting; polys and textureshadows :wink:

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iSpectra
49 Posts
Posted Mar 07, 2013
Replied 17 hours later
So there's really now way to get custom instances and textures into one file? So any mod around that uses custom stuff needs them to be manually installed?
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Skotty
671 Posts
Posted Mar 07, 2013
Replied 1 hour later

iSpectra wrote:
So there's really now way to get custom instances and textures into one file? So any mod around that uses custom stuff needs them to be manually installed?

I thought you would be talking about entity limit? Textures and instances themselves don't have anything to do with that.

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Lpfreaky90
2,842 Posts
Posted Mar 07, 2013
Replied 8 minutes later
yes you can get custom stuff in your map; however an instance is a vmf; vmfs arent playable. Bsps are. In order to get an instance playable you will need to compile it. So it becomes a bsp.

I'd love to see your vmfs if they're so big that they're hitting hammer limits. :smile:

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greykarel
225 Posts
Posted Mar 07, 2013
Replied 1 minutes later

iSpectra wrote:
So any mod around that uses custom stuff needs them to be manually installed?

Why? Not of course. I guess by "mod" you mean "map". To have your custom texture in your map file (.bsp) you should use some programm like Pakrat to pack your custom stuff into your map file (.bsp) And don't worry about your "custom" instances because they all are made of stock entities (unless you have some custom models in them) and on compiling they are collapsed into map. So instances exist only in .vmf.

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iSpectra
49 Posts
Posted Mar 09, 2013
Replied 2 days later
Okay, thank you very much! That's exactly the answer I was looking for. To all you others, thank you very much too!