Call of Duty 5: Compile Tools

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Revision as of 15:03, 20 November 2008 by Zeroy (talk | contribs) (New page: =Overview= After you create your map it will need compiled to be played in the game. You can view the different options for Launcher in Launcher Overview page. This tutorial will cov...)
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Overview

After you create your map it will need compiled to be played in the game. You can view the different options for Launcher in Launcher Overview page. This tutorial will cover what is suggested for beginners.

Always have Compile BSP and Compile Lighting checked unless you want to compile your map without one or the other. BSP is for world geometry, models and entities. Lighting is for sun and level lights.

BSP Options

The only useful option in BSP Options for those new to Radiant is “onlyents”. If you only added or edited entities then this will cut down your compile time by ignoring the geometry.

If you do make a geometry change and have "onlyents" toggled on, your map will not compile and the D3DBSP will remain the same.

Light Options

  • Fast- a quick rendering of your lights.
  • Extra- High quality rendering of your lights.
  • Model Shadow- Models cast shadows.
  • No Model Shadow- Models are ignored when compiling shadows.

Compile Process

Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed. The most common options are:

  • Compile BSP.
  • Compile Lights
  • Compile Paths (If you have nodes in your map)
  • Compile Reflections.
  • Build Fast File.
  • Run Map After Compile



Sources: Treyarch's Wiki