jv_map wrote:
I think the problem with this shortcut might be the long pathname (>8 characters for a folder name). Try this:
"E:\Games\ALLIED Assault\MOHAA.exe" +set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1 +devmap BK_Town
I think I tried "ALLIED Assault" once and the batch file did not like the space. But discovered last night that this file does not like to be run outside of the MOH directory because it can't find the config file. I've moved it into the "Games\Allied Assault" directory so I can probably just remove that portion of the line.
Will the console still pop up with that localization error when this is working correctly? It shows up now everytime I run AA even without using this batch file.
jv_map wrote:
Better vising should make the light compile more efficient, though don't expect it to be a real lot faster. Making brushes detailed will dramatically decrease your vis compile time though.
Last night, I went through my entire map with the filters on. I found a few brushes that were being used as building trim details, or interior elements that needed to be converted to detail, but not very much. More importantly, I found a several floor areas that should have been structural but were not.
I also added the area portal brushes inside my doorways of windowless rooms.
----------------------------------------------------------------------------------
Here are my new results:
1454 portalclusters
4198 numportals
7313 numfaces
visdatasize:267544
Compile time: 15 minutes (was 70)
Average clusters visible: 185 (was 235)
I think that is a big improvment. I also realized that my staticshadows were not working because I had not used the -final flag for MOHlight. That made my lighting compile time jump from 30 minutes to 8 hours. But at least it looks correct. I'm not sure if it improved the light clamping. I ran a verbose compile this time and I didn't have time to sift through it all this morning.
_____________________________________________________
Now for the bad news:
I'm having problems with the area portals. All the doors I added them too are now leaking into the void. I read a lot of threads and tuts about them before putting them in. But obviously, I'm still doing something wrong.
The area portals are touching structural brushes on all sides. They are thinner than the doors, but they are wider and taller than the doors. Each doorway in my map has a wood frame around it made out of detail brushes. The doors sit inside these frames, but when details are filtered, you can see around the edges of the doors to the interior of the rooms.
So, should I make those doorframes structural?
Also, when I have details filtered, you can see that some of my structural brushes that were hidden by the details have the Caulk texture on them. Does that prevent them from compiling as a solid structure?
Sorry that these posts are getting so long
