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Using the Level Editor

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  18:38:14  8 April 2014
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---

Try to push out the map from LE with "high" lighting quality settings (Scene->Options), then xrDO it again. It will take a while with xrLC, at least 6-7 hours.

So compiling it with xrLC is necessary even when you already have all the files of the vanilla level, is that always needed when compiling with xrDO?
---END QUOTATION---



Yeah.
Do you compiled the map with xrLC with draft settings before xrDO?
  18:44:43  8 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267

---QUOTATION---

Try to push out the map from LE with "high" lighting quality settings (Scene->Options), then xrDO it again. It will take a while with xrLC, at least 6-7 hours.

So compiling it with xrLC is necessary even when you already have all the files of the vanilla level, is that always needed when compiling with xrDO?

Yeah.
Do you compiled the map with xrLC with draft settings before xrDO?
---END QUOTATION---



No... I guess it was silly of me to think that it will be that easy

I'm not even sure if it's worth it now, just for such small changes. Just to make sure, do you need to compile level with xrLC if you just want to build AI Map and spawn some objects for all.spawn?

(and yes I'm talking about spawn objects, .ogf, not about the main objects, like trees or bushes, I know those need xrLC).
  22:13:40  9 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Here's another question: for a final map, is it necessary to compile the map with xrlc on the highest settings, when you are exporting AI map? I've read that you can do it with draft settings as well, but it's recommended to do it with the highest, but what is the difference for an AI map?
  17:08:36  12 April 2014
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
What is the max. Poly count for Xray? Around 3,2 / 3,7 million right? Thanks in advance
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You're right. It's around 3-4 million for vanilla level.
You could create a level with more poly count, but you need to add a lot of Hom object to improve the scene stability.

Now, my trucks cemetery is around 14 million faces and 6 million vertex.
Ofc, i switched it to CoP Engine for more stability. For Soc, i only tested level with around 7 million faces.

It's good, but i have a problem (two bad models with invalid faces) that created visual artefact in Dx10-11 render.

When you increase the geometry count, you increase the time for compilation and the risk of error during compilation.
  17:12:18  12 April 2014
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---
Sometimes, when I am working really fast, I accidentally click Compile > Build instead of Compile > Make Game. This creates some errors and I have these issues the next time I try to start up the LE:

http://i.imgur.com/ty1p9Rh.png

Does anyone know how I can fix these? Thanks!
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You could use GSC archive with original models files, not a converted level with -le2 or -le option.
But it's not a problem for compilation. It's just a log that inform the level designer that files are different.
  18:54:57  12 April 2014
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
04/12/2014 23:16:42
Messages: 1159

---QUOTATION---
Here's another question: for a final map, is it necessary to compile the map with xrlc on the highest settings, when you are exporting AI map? I've read that you can do it with draft settings as well, but it's recommended to do it with the highest, but what is the difference for an AI map?
---END QUOTATION---



I guess you have read it in my Ai map tutorial. For the best result, xrLC compile the map with high lighting settings, and after this, compile a full ai map with xrAI.
Draft map geometry + draft or full ai map can cause weird ai behaviour. The xrAI calculates the full ai map's ai nodes lighting according to the level geometry+lighting.
It would be hard to test this, so it's just a theory, but for a final mod release, i would compile everything with the best possible settings.
 
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