You guys are ruining a perfectly good thread from a decent map.
Sabre, the thing with the lights is like this: replica placed assloads of torches because he:
1) Forgot the amount he placed isn't even realistic anymore.
2) Thought the MS: C community is blind.
3) Was aiming for ms_snow brightness.
4) Forgot the "brightness" value of light entities.
5) Forgot people have glow scrolls, torches, and/or rings of Felewyn's Light.
(no offense to replica though; he's a good mapper as far as I can tell)
Cutting down on the lights would be a good way to free up entities in this map, but it would require a recompile and thus a redistribution.
most of those torches were already there before i got to start working on the map. but yeah i guess its my fault for leaving them in there. i did want everyone to see the map with it's proper lighting, but i didn't place 20 torches in that cave with the sand, or the other 40 in the courtyard inside the fortress.
i promise my skycastle remake has not 1 torch in it.
Light sources don't seem to be a problem so long as they aren't dynamic (ie. don't pulse or flicker) - as then they have to "think" - same is true of sprites.
It might be possible to take the path that Cleiert did, and use lighted textures for all the torches, but it'd require both a creative torch model, and a recompile.
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