From 58c0421984e070b06e01f52194938abb49a5c537 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Fri, 26 Jun 2020 16:48:07 -0500 Subject: [PATCH] Updated Map Compilers (markdown) --- Map-Compilers.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Map-Compilers.md b/Map-Compilers.md index e29363a..becda5a 100644 --- a/Map-Compilers.md +++ b/Map-Compilers.md @@ -2,6 +2,11 @@ Mapbase has its own custom map compilers. In order to compile maps in Mapbase, u **The recommended setup for compiling maps in Mapbase is to use Mapbase's custom `vbsp.exe` while using Slammin' Source for all of the other tools.** This is because Mapbase's VRAD, VVIS, etc. are barely different from Source 2013's regular compilers while Slammin' Source's tools are much more powerful and advanced. Mapbase's VBSP is an exception; it supports almost everything Slammin' Source's VBSP supports *and* supports features unique to Mapbase, like parallax corrected cubemaps or the `buildcubemaps` fix. +

+Download Mapbase Compile Tools: +

+

Mapbase Compile Tools

+ --- Here's an actual list of changes Mapbase makes to the compile tools: @@ -22,7 +27,7 @@ Here's an actual list of changes Mapbase makes to the compile tools: * Areaportal leaks terminate VBSP, just like regular leak testing (disabled when `-noleaktest` is used) * Default cubemaps not generated by default due to an in-shader alternative used by Mapbase; new `-defaultcubemap` command to reinstate behavior (was previously just `-nodefaultcubemap`, which was replicated from Slammin' Source) * Raised limits based on research from ficool2: - * Raised maximum VBSP entities from 8192 to 65536 + * Raised maximum VBSP entities from 8192 to 65536 *(Not in-game entities! This is for static props and other internal entities)* * Raised maximum VBSP worldlights from 8192 to 65536 * Raised maximum VBSP overlays from 512 to 8192