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Creating a grid file


Once you've compiled and run a custom map, models in the game might show up with a rainbow tint, such as the below viewmodel.

あなたがカスタムマップを編集して、そして走らせた途端に、レインボー色合いでモデルがゲームの中に現われるかもしれません、そんなものが下がviewmodel するようにです。

This means that the level doesn't have a grid file, meaning models in the world won't be lit properly. The grid file should cover all areas that the player travels to, and areas with static or dynamic model placement. However, grid files do use up memory, so it should only cover as much area as it needs to.


There are two methods of creating a grid file... basically, the easy way and the hard way.


The Easy Way (volume placement)

So, you've chosen to do things the easy way. Congratulations, you have chosen wisely!


This method involves covering playable gameplay space with brushes textured with the pink lightgrid_volume texture, located in the tools texture group.


The brushes essentially "eat up the dots" from the hard method, everywhere the brush is touching. This uses up memory, so be sure to optimize where you place the brushes. Only cover playable gameplay space, and only as high up as the player will get. Whatever you do, don't just surround your skybox in a brush with this texture, as that would be really bad memory-wise.


There's also a blue texture in the tools group called lightgrid_sky. This is used in areas that need to have some sort of grid file coverage, but aren't normal areas the player travels through. For instance, the helicopter intro in the SP level "Charlie Don't Surf" uses lightgrid_sky brushes along the beginning helicopter paths.

lightgrid_skyと呼ばれるツールグループの中に同じく青色テクスチャがあります。これはプレーヤーが移動するある種のグリッドファイル有効範囲を持っている必要がある、しかしノーマルエリアでないエリアで使われます。例えば、ヘリコプタイントロは構造化プログラミングレベル「Charlie Don't Surf」の中に始まっているヘリコプター経路に沿ってlightgrid_skyブラシを使います。

Basically, it's only for use in areas outside playable space (but where rainbow models are still appearing).


After adding in the lightgrid brushes, simply compile the map and run as normal.


The Hard Way (eating the dots)

Ah, yes. You have decided to do things the hard way. You have chosen... poorly.


The hard way involves launching a version of the map surrounded in "Pac-Man dots" that you "eat up" by running into. In all seriousness, this method is much more memory efficient than the first, but as long as you have reasonable lightgrid volume placement it shouldn't matter too much.

難しい方法はマップのバージョンがあなたが中へ実行中によって「eat upする」「Pac-Man dots」の中に取り巻いていた起動中を伴います。すべての重大性の中に、この方法は最初よりずっと多くのメモリ効率的です、しかし同じぐらい長い間あなたが合理的なlightgridボリューム配置を持っているように、それは重要でありすぎるべきではありません。

That being said, using this method can be handy to supplement the volume placement. You can create a new grid file, then eat up dots quickly around a section that you missed... this wouldn't require a full map recompile, so it can be more time efficient when your map becomes exceptionally large.


To create and edit a new grid file, look at the bottom right of the "Level Compiling" section of the Compile Tools. Select "models collect dots", choose "Make New Grid" (or "Edit Existing Grid" if you've already created one), and click Start Grid.

新しいグリッドファイルを作成して、そしてエディットするために、ボトムのコンパイルツールの「Level Compiling」項の右を見てください。「models collect dots」を選択して、(あるいはもしあなたがすでに1つを作成したなら、「Edit Existing Grid」)「Make New Grid」を選択して、そしてスタートグリッドをクリックしてください。

Your view should then look something like this after the map loads.


Walk around normally, and collect the dots as you move. When you're done, simply use the "quit" command in the console and the grid information will be automatically saved.


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