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Old 01-26-2009, 11:49 PM   #1
Icarus
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Default -staticproplighting and why NOT to use it


-staticproplighting effectively doubles file sizes. The other settings, -staticproppolys -textureshadows -final have no bearing on the file size and are OK to use!

I've always wondered how some maps get massive file sizes despite a rather small amount of custom content, so I set out an experiment to discover the truth.

I've hypothesized that it was something in Youme's VRAD compile settings that greatly increased the filesize.

First, I cordoned a room of pl_waste that has lots of chain link fences and payload tracks. The compile used hammer's Normal compile settings (-both). Then, I compiled the same map with youme's settings (-both -final -staticproppolys -staticproplighting -textureshadows), one effect at a time. These are my findings:

SettingFilesize
Normal4910KB
Youme8877KB
-final4910KB
-staticproppolys4910KB
-staticproplighting8877KB
-textureshadows4910KB

WOW! That's nearly DOUBLE the file size!

Personally, I don't really notice if a certain prop has just the right lighting in certain places. What I do notice is the sometimes ridiculous file sizes some maps come to be. Not for any good reason, IMO, to double the file size. We are not Valve, so we cannot make downloading mandatory. We must do our best to keep our maps at a reasonable size.
 
Last edited by Icarus; 02-03-2009 at 04:17 PM.
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Old 01-26-2009, 11:53 PM   #2
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Default -staticproplighting and why NOT to use it


Yeah, if something's got nasty shadows just disable them.
 
Last edited by Altaco; 01-30-2009 at 11:42 PM.
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Old 01-26-2009, 11:55 PM   #3
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Default -staticproplighting and why NOT to use it


IIRC, -staticproplighting only affects the lighting on the prop itself. It is -staticproppolys' job to cast shadows onto the world
 
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Old 01-27-2009, 06:00 AM   #4
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Default -staticproplighting and why NOT to use it


The problem is with outdoor areas, where 90% of props have their origins inside displacements (and therefore are near pitch black in a very bright environment).

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Old 01-27-2009, 06:46 AM   #5
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Default -staticproplighting and why NOT to use it


Quote:
Originally Posted by Nineaxis View Post
The problem is with outdoor areas, where 90% of props have their origins inside displacements (and therefore are near pitch black in a very bright environment).
There is a simple trick to correct that, you place an info_lighting near the opject that is badly lit due to being inside a displacement or sort, give the info_lighting a name and set the objects lighting origin to that info_lighting


edit: corrected

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Old 01-27-2009, 10:10 AM   #6
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Default -staticproplighting and why NOT to use it


it's info_lighting, but yes, just place that above your displacements/props and set the prop's Lighting Origin to whatever you named your info_lighting.

http://developer.valvesoftware.com/wiki/Info_lighting
 
Last edited by Icarus; 01-27-2009 at 10:18 AM.
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Old 02-02-2009, 10:11 AM   #7
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Wow, that's a huge difference. Info_lightings are easy too.
 
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Old 02-02-2009, 10:26 AM   #8
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Default -staticproplighting and why NOT to use it


OK so its nearly double the filesize, but its 100% worth it. (well, unless your map looks rubish to begin with...)

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Old 02-02-2009, 01:04 PM   #9
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Default -staticproplighting and why NOT to use it


Quote:
Originally Posted by Youme View Post
OK so its nearly double the filesize, but its 100% worth it. (well, unless your map looks rubish to begin with...)
Anyone want to take the time for some comparative screens?

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Old 02-02-2009, 01:09 PM   #10
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Default -staticproplighting and why NOT to use it


Quote:
Originally Posted by GrimGriz View Post
Anyone want to take the time for some comparative screens?
Heres some I prepared earlier

http://forums.tf2maps.net/showpost.p...8&postcount=23
from this thread: http://forums.tf2maps.net/showthread.php?t=2994

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