MODSon[line.com] Wiki - Beta 1.0
World at War: Launcher
From MODSonline Wiki
Contents |
[edit] Launcher Overview
[edit] Radiant
[edit] Effects Editor
[edit] Asset Manager
[edit] Converter
[edit] Creating New Maps
[edit] Compile Level Options
Compile BSP Ticking this box allows the Launcher to compile the contents of your .map file into a d3dbsp playable game file
Clicking the "..." shows extra options:
Only Ents This stops the compiling of world brushes/patches and compiles entities (models/nodes etc) only. This option can not be used if you have added more brushes since the last compile, shadows are not updated for the new entities. Debug Lightmaps
Compile Lights Ticking this box allows the Launcher to compile all the maps lighting.
Clicking the "..." shows extra options: Extra Using this option enables a higher calculation of lights and shadows (this takes a long time on large maps) Fast This option should always be ticked for testing purposes, it enables a lower end calculation of lighting but compiles a lot faster.
Compile Vis Vis calculates the visual spaces of the map/level to tell the game what the player can see from what location. (see "portals") Compile Paths Compiling paths automatically connects path nodes together that are spaced at 128 unit intervals allowing the AI to move around the level.
Compile Reflections Reflections are generated via reflection nodes, these nodes take 'pictures' of their immediate area, any reflect-able materials (textures/models etc) that are in range of these nodes will then show the required reflection.
Build Fast File Most files related to your level (apart form loadscreens/mod.ff) are packaged into the Fast File.
BSP Info
Run map after compile Self Explanatory
