|
When hlrad runs, it creates patches to cover all your surfaces. Each patch stores what the lighting looks like in that spot.
By default ONE single patch covers 64x64 pixels of textures in your map. You are only allowed 65535 patches total.
There are two ways to fix the problem.
1) Scale your textures bigger. This will stretch out your textures and also your patches.
2) Use bigger patches. You can stretch JUST your patches by adding a -chop value to your compile script, like this:
hlrad -chop 128 mapname
This will cause your patches to cover 128x128 pixels per patch. Using only 1/4 as many patches total. This will make your lighting look blockier though.
|
|
|
|
≡
|
2006 Jun 23 at 04:25 UTC
|
|