[Solved] Compile two maps into one .bsp & HQ lighting
Quote from iSpectra on March 6, 2013, 3:11 pmHi 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
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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Quote from Lpfreaky90 on March 6, 2013, 3:24 pmadjust 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
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
Quote from iSpectra on March 6, 2013, 3:34 pmI can't add any more instances because my entrance is already near the max. allowed objects of 4092.
I can't add any more instances because my entrance is already near the max. allowed objects of 4092.
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Quote from Lpfreaky90 on March 6, 2013, 5:06 pmerm; o_O okay... yeah in that case; I'm afraid you can't then
erm; o_O okay... yeah in that case; I'm afraid you can't then
Quote from Skotty on March 6, 2013, 5:19 pmiSpectra 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!) thingyThat 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#EffectsYou should use the following additional parameters for VRAD in expert mode:
- Code: Select all
-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
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.

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:
- Code: Select all
-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
Quote from Lpfreaky90 on March 6, 2013, 6:23 pmSkotty wrote:Lpfreaky90 wrote:Go to expert compile and compile with the both final (slow!) thingyThat 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#EffectsYou should use the following additional parameters for VRAD in expert mode:
- Code: Select all
-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

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:
- Code: Select all
-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
Quote from iSpectra on March 7, 2013, 12:07 pmSo 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?
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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Quote from Skotty on March 7, 2013, 1:51 pmiSpectra 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.
I thought you would be talking about entity limit? Textures and instances themselves don't have anything to do with that.
Quote from Lpfreaky90 on March 7, 2013, 2:00 pmyes 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.
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.
Quote from greykarel on March 7, 2013, 2:01 pmiSpectra 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.
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.