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Halo 2 Editing Kit Tutorial |
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The Halo 2 Tool lightmaps
command computes and stores high-quality light and shadow detail by
way of photon mapping, a method that simulates real-life light
particles.
Note: Higher-quality settings take much longer to run than
draft modes but look considerably better. Start out with
draft-quality settings, and then move up to a production-quality
setting when you are ready to publish the map. Syntax
C:\<Halo2ArchitectDirectory>\H2Tool lightmaps
<scenario-path> <structure-name>
<quality>
<scenario-path>:
Name and location of the level's .scenario file on the disk for
which Halo 2 Tool will
create lightmaps. This parameter can be relative
("scenarios\multi\...") instead of absolute (C:\...") as long as
Halo 2 Tool is run from
inside a valid Halo 2
directory structure.
<structure-name>:
Name of the level's .scenario_structure_bsp file. This file must be
in the same directory as the .scenario file.
<quality>: Any of
the following quality settings.
Example
This example will result in lightmaps being generated for a map
called Gladiator, using gladiator.scenario_structure_bsp with
low-quality light settings. C:\<Halo2ArchitectDirectory>\H2Tool
lightmaps "\scenarios\multi\gladiator\gladiator" gladiator
low If
successful, Halo 2 Tool
will create a .scenario_structure_lightmap file and a .bitmap file
in the same directory as the .scenario file, named for the
.scenario_structure_bsp. The .scenario_structure_lightmap file
stores information used during lightmap generation, while the
.bitmap file contains the actual light and shadowing for the
.scenario_structure_bsp file. Errors encountered during the conversion process
are reported on the command-line screen and stored in debug.html,
found in the base directory of the .ass file that is being
imported. |