CPU Rquirements for Mapping

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silversound
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CPU Rquirements for Mapping

Post by silversound »

Hello all,
First time poster here looking for some answers. I have just recently started mapping, so anyone short on time beware!

I've been messing around in mohaa radient to get the hang of it, and I seem to be fairing ok. The troubles I'm having are kinda strange, but here it goes.

I am attempting to make a head to head Omaha beach. There would be no water, or landing craft. In their place would be an allied mountain mirroring the axis mountain. This map, in concept would be kinda big and lag is a concern. So far I have had trouble in a few places:

1: When translating the Omaha .bsp files in BSPViewer (mohaatools) I can't get through the .pk3 textures search without getting an internal program error! It happens only on one of the .pk3 files but I can't remember which. This is a clean install, though I have uninstalled spearhead from this folder before installing this copy. And I have tried it on an other CPU and I get the same error.

2: Then, still in BSPViewer, when I am translating to the .map file I notice the it says I am missing 75 texture files! However the map playes fine when inside the game?
Also does anyone know what it means in BSPViewer, while translating to .map when it askes "convert entities that have brushes?" and "convert standard entities?"?

3: Now the big one! In MohaaRadiant after I import what parts of the .map actually translated, I am missing a few things like landing craft, the ground texture, some obsticals, a few wall textures ect. No big deal so I move on. I create a brush around the whole map and use the "select inside" tool to do just that. After that my cpu stutters and right then and there, the program crashes. Other times I get as far as moving the map around the grid before the crash. And yet at other times I get as far as actually getting my duplicate map created though still placed wrong befor the crash. My cpu is a meer 1ghz with 512mb and I use a matrox g450<p

Needless to say I am like all beginers, FRUSTRATED! Any answers would be really welcome. Also if you are a fast mapper and you think you could make short work of this idea, I would love to recrute the testers. I know no maps are easy so this is just a thought .

MORE TROUBLES AHEAD, silversound
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mohaa_rox
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Post by mohaa_rox »

don't decompile maps, a waste of time. u'll find that it's useless to do so. just start from scratch.
Live to map, not map to live.
-mohaa_rox, .map
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Alcoholic
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Post by Alcoholic »

there is no way to really decompile a map in this engine. thats why you compile maps when all changes are final. you might be able to change SOME THINGS with a script, but you cant build a whole level. cant do it in quake1, cant do it now. eggso, fatso.
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mohaa_rox
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Post by mohaa_rox »

Alcoholic wrote:eggso, fatso.
who u calling? :roll:
Live to map, not map to live.
-mohaa_rox, .map
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