Search found 32 matches

by fillstar
Mon Sep 13, 2004 2:32 am
Forum: Mapping
Topic: Player damage in moving objects
Replies: 11
Views: 345

Yep cool idea i'll remember that one Tom
by fillstar
Sun Sep 12, 2004 3:17 pm
Forum: Mapping
Topic: Player damage in moving objects
Replies: 11
Views: 345

err no lizard

the water is all that moves, the ground under is still stationary so you can still walk on it and not get swept away, the idea is if you fall in the water ya drown so it really wont affect it ... cool idea though....
by fillstar
Sun Sep 12, 2004 3:08 pm
Forum: Mapping
Topic: Editing Facet Flags
Replies: 5
Views: 281

Thanks Tom,

The deleted segments appear yellow in colour almost transperant, with the edit contol window open, ie ctrl +shift click. if i slelect them without that window yes they appear the same as the rest of the patch as you described.

However the texture does not look the same deselected. ie ...
by fillstar
Thu Sep 09, 2004 3:47 pm
Forum: Mapping
Topic: Editing Facet Flags
Replies: 5
Views: 281

Editing Facet Flags

Hey Guy's

If you edit the facet flags in lod ie delete a few, i understand that they are not really deleted and you can get them back, or can you ?

If so how is that done ?.. I see they turn sorta yellow and some of them (if not most) remove the texture but others dont.. Is that a problem or ...
by fillstar
Tue Aug 17, 2004 5:08 am
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

well i got the issue with showtris sorted out, for some reason i used my other instal for testing instead of my mapping install and it was, an opengl thing.. moved it over to the mapping drive and is now all okay..

So yes jv & bd you are both correct in what you have suggested there is a real ...
by fillstar
Mon Aug 16, 2004 7:50 pm
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

ok then well i guess this question may be like asking how long is a bit of string..

How many should i aim for before it gets risky tom..
by fillstar
Mon Aug 16, 2004 5:17 pm
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

umm just a follow up compile says


Total models lit 364
Total vertecies lit 70894
Total vertecies that were in Solid Leafs 1062

Data Size 275446 bytes

This was just before calc light & diffuse grids

and vis size is approx 600k (have to check agn to be sure)

So i dunno if that helps any one ...
by fillstar
Mon Aug 16, 2004 5:11 pm
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

Yup ok...

one thing i have noticed was when using r_showtris 2 it's like washed out to the max as if something has cranked up the brightness level...

r_showtris 3 no diff just a few xtra colors there...

When i started out on this map i checked that and i could at least still see the brushes ...
by fillstar
Mon Aug 16, 2004 1:37 pm
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

hmm well i have your prefab of bots in there tucked away outa site.. but it was ok with them in there before... so i dont think it's them...

Can i get away with some hint brushes perhaps ?, cause i dont understand the whole concept of vis leafs yet .. I guesse i have some learning to do...
by fillstar
Mon Aug 16, 2004 11:48 am
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

yes ok ... that would explain it then cos it started to happen after i added another room to the map underground... i reverted to an old save without that room and it didnt happen...

I have no vis_leafs in there as yet... best i start then :(

thanks for the reply mate...
by fillstar
Mon Aug 16, 2004 8:59 am
Forum: Mapping
Topic: Spherical lighting: Error
Replies: 11
Views: 228

Spherical lighting: Error

Hi guys can anyone suggest where i should start to look for what is causing this error.

"Spherical lighting: Ran out of space in the sphere array!"

wow !! never seen it before but, then again i am new to this....

I do have a few red lights around bunker caged lights, with the the light set to ...
by fillstar
Fri Aug 06, 2004 11:37 am
Forum: Mapping
Topic: nodes dont join
Replies: 10
Views: 179

Not much to say connect_paths connects the nodes just tell the script_objects to connect_paths so the path will join through them

BDB tried that ..... nodes still do not join... keep on getting error



^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 362, radnum -1 ...
by fillstar
Wed Aug 04, 2004 4:10 pm
Forum: Mapping
Topic: nodes dont join
Replies: 10
Views: 179

alrighty well i did this

shrunk down the script object (ie gates) with heaps of room from ground up to bottom of gates . re position the nodes, and recomplied. ran map . checked routes and still no joins. not even one way like before

however after the objects were removed in game by blowing them ...
by fillstar
Wed Aug 04, 2004 1:40 pm
Forum: Mapping
Topic: nodes dont join
Replies: 10
Views: 179

ok is that every time the map loads ? , i understood it was made once unless an alteration was made to the layout.. ok will try it.. perhaps like you say leave em poen at start/ or maybe remove all together and then run so .pth file is made and puttem back maybe..

so is it that simple ? to say ...
by fillstar
Wed Aug 04, 2004 6:39 am
Forum: Mapping
Topic: nodes dont join
Replies: 10
Views: 179

aaaah now that may be the thing i am after bd.. need you to elaborate a bit more..

I have a bit more to add to this, they are not rotating doors just brushes with door and gate textures on them and are script_objects..

So 2 brushes with the gate like texture on both sides.. at 1st i had nodraw ...