

RAD - RADiosity is the tool that'll probably take the longest to work. If not run, every polygon will be visible from every point in the map, which can cause major performance loss in big maps, or on slow PCs. VISibility calculates which polygons are visible from every point in the map, so that only polygons visible to the player are drawn at each point. VIS - Although this program doesn't have to be run to make your map work, and you may not even notice a difference when you do run it, it is crucial for final compiles. Light and visibility are worked out by the next two programs. bsp will have no visibility matrix and no lighting (so it'll probably be completely bright). It breaks up your map geometry into simpler polygons so that the BSP program can handle it all.īSP - BSP stands for Binary Space Partition (don't ask), and it basically creates a playable. This program is a kind of pre-processor for the BSP tool. It's the map 'type' that Half-Life uses - the format for defining a 3D world. These are the four programs that are used, and in this order:ĬSG - CSG stands for Constructive Solid Geometry. Read on to find out about the compile programs, the different methods you can use to compile maps and their pros and cons. Completely dark or completely bright ('fullbright') maps become so during compiling and problems with a map's geometry may manifest themselves (including leaks, over-complex shapes etc.) It's at the compile stage that many problems occur or become apparent. This cycle repeats itself for each program, until you end up with a. map file (which is produced by Hammer), which it processes and then leaves behind one or more files to be used by the next compile program. The process involves several programs - the first one is provided with a. Compiling is what you have to do to the map you're working on before it can be played in Half-Life.
