Search found 37 matches

by Aquamarin
Sun Jan 27, 2008 10:56 pm
Forum: Bragging
Topic: 3 new custommaps à la AQUAMARIN
Replies: 2
Views: 2264

3 new custommaps ? la AQUAMARIN

UNITED-FAIRPLAY / MOH-COMMUNITY HAS RISED AGAIN

Hello!
Importand Information

UNITED-FAIRPLAY / MOH-COMMUNITY

http://www.united-fairplay.de

We will be back at Saterday, 02-02-2008,
with a NEW design and with new custommaps!

What will you find there?

) New Hompage
) New Forum
) A Big AA/SH ...
by Aquamarin
Fri Jan 04, 2008 9:33 am
Forum: Mapping
Topic: unexpected camera rotation???
Replies: 3
Views: 766

This is the sript of the cam?s, but the first cam works fine, and the rotation starts by the second cam ( $allies_win_cam ).
The first cam show the explosion of the teamtarget, and the second cam ( the rotating cam ) show the burning building ( from a camerapath ). Booth cams are targeted on a node ...
by Aquamarin
Fri Jan 04, 2008 9:26 am
Forum: Mapping
Topic: Textures too light...
Replies: 3
Views: 746

So - finaly i wrote shader for all textures, and so all looks fine.
by Aquamarin
Thu Jan 03, 2008 1:22 pm
Forum: Mapping
Topic: Compile Error: SetupGrid: malloc failed....
Replies: 10
Views: 976

Hello!
I had the same prob:


.
.
.
40) Model: static/tree_birch.tik
41) Model: static/tree_birch.tik
42) Model: static/tree_oak.tik
43) Model: static/tree_oak.tik
44) Model: static/tree_oak.tik
45) Model: static/tree_oak.tik
46) Model: static/tree_oak.tik
47) Model: static/tree_oak.tik
48) Model ...
by Aquamarin
Wed Jan 02, 2008 1:54 pm
Forum: Mapping
Topic: unexpected camera rotation???
Replies: 3
Views: 766

Hu?
Anyone home?
by Aquamarin
Tue Dec 18, 2007 4:29 pm
Forum: Mapping
Topic: unexpected camera rotation???
Replies: 3
Views: 766

unexpected camera rotation???

In my map theres 5 cameras, but one rotates everytime 3 times around, bevore they follow his path. The others will work fine....
The script is allso the same for any camera, and in the mapfile the camera is targeted on a camera_target. So - i dont know why this rotation comes around...
Any ideas for ...
by Aquamarin
Tue Dec 18, 2007 3:10 pm
Forum: Mapping
Topic: Textures too light...
Replies: 3
Views: 746

Ok - other way...
Is there any posibillity to make an entry for the whole non-shader-textures?
I try to write shaders for all this textures, but thats hours of work...
And what does an entry like "surfaceparm nolightmap" or something else?

Thx for explaining!

Aqua

PS:
By the last compile is see ...
by Aquamarin
Sun Dec 16, 2007 4:06 pm
Forum: Mapping
Topic: Textures too light...
Replies: 3
Views: 746

Textures too light...

Hello!
My problem is:
i use a lot of no-shader-textures, and after compiling the non-shader-textures are too light. They are shine to brightly, that it looks like a fog...
Is there any way to give them some darker ambiente ( in worldspawn i use ambientlight 7 7 7, but it have NO effect to the ...
by Aquamarin
Sat Dec 08, 2007 3:43 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40067

I think about next time! :P
But it?s not a "normal" map...
I have prepare myself for another project like this, an my experience now will help me ( maybe )... :roll:
You will see by yourself when i anounce the map here....
I hope this moment will come soon...
by Aquamarin
Sat Dec 08, 2007 12:40 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40067

So - i delate a lot of brushes, an NOW i can compile.

My count now:
Total Brushes: 7312
Total Entities: 1229
Net brush count: 5397
and i think its hard on the limit! :shock:

I hope this information helps perhaps sometimes someone...
by Aquamarin
Fri Dec 07, 2007 11:14 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40067

So! I have kicked a lot of entities, but now i have a new Error by compiling:
ERROR: Max_Original_Edge

ttrude say?s Prevents compile of the the map caused by too many small brushes with the same size, shape, and texture. It occured in one map that had over 12000 brushes, so it may be just the ...
by Aquamarin
Thu Dec 06, 2007 8:33 am
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40067

How can i tell you...
The Mapfile has near 9Mb - i make some kind of Campaigne...
My plan was 7 maps, and i have to make a cut to 5, becorse i crashed the borders of the radiant... I work now more then 6 Month on this project, and its heavy for me, to cut more things on it.
How ever - its not easy ...
by Aquamarin
Wed Dec 05, 2007 10:14 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40067

Hmmm....
Actually i have arround 1700 Entitys in my Mapfile, but i think i would be more if i start the bsp....
Can i grow up the limit of the entitys by using the script?
Like:
setcvar maxentities 8192
for Multiplayer, or is this matter?
For explaine - i had 5 playable level in one map, and 5 ...
by Aquamarin
Wed Dec 05, 2007 7:57 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40067

Hello!
I got the Error
ERROR: Level::AllocEdict: no free edicts
HOW can i find how mutch Entitys i have now???
My compilingtime is around 6 Hours, and i will fix this problem BEVORE i compile again... :x

jv_map says
You can also change the 'maxentities' cvar

Works this allso for multiplayer ...
by Aquamarin
Mon Sep 24, 2007 7:06 am
Forum: Mapping
Topic: Script for Campain
Replies: 16
Views: 1745

Hmmm....
My Target is 7 Maps in One...
Till N? 3 all thinks are working fine.
Now - at N? 4 - qconsole says "Out of Tempmodels".
And ONLY at N? 4! I can change the maps - it comes only at N? 4...
In this map i had only 7 pcs of fx_water_largefalls ( emittter ). Not more.
Is it "summa summarum" to ...