Bigger maps take longer to load because light is cast on each wall from each light source. This will slow down loading on maps with many little sectors used for whatever. However I'm sure that can be optimized. Relighting is faster simply because it ignores smaller sectors. The bigger the map and more variation in sector size, the more Relighting ignores.I like to be able to use it in bigger maps, currently the bigger maps take too long to load maybe its loading too much at the same time? I was using a training map (eldrich) that had a lot of weapons in one of the rooms and it slowed to a crawl once i entered the weapons room, maybe a setting to prevent extreme slowdowns in those situations? Also improved shadows with voxels? Seems the shadows on voxels are on top of the voxels and not behind them on the floor.
I have an idea, could be an option
Maybe relite but just character and prop shadows lol so basically sprite shadows mod but without the lighting, it would be handy in bigger maps or devices lacking power like older mobile devices.
Voxels can't cast shadows. For voxels based on sprite animations sprite shadows based on those animations can be added. These have to be created in advance and called something different. That's what the included Python utility does. Other than that the mod should avoid voxel shadows, depending...
Thanks for your comments and suggestions!
A shadows only option without "pretty" dynamic lights (keeping directional lights that create shadows, texture lighting, etc.) is a great

Statistics: Posted by Hey Doomer_ — Thu May 23, 2024 12:11 pm