The Escape (spearhead Singe Player)

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Lone_Rebel
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Post by Lone_Rebel »

Well lol in an attempt to fix up the frame rates I think I may have killed my map... I am working on it but its starting to get pretty glitchy :(
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Lone's MOH Maps
blue60007
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Post by blue60007 »

Say I might have some freetime that I might be able to check it out in, and maybe tune it up some. Let me know...
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Lone_Rebel
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Joined: Sat Jul 05, 2003 11:39 pm
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Post by Lone_Rebel »

well its really messed up, one of section of the map is gone, and the game crashes once you hit this certain area. I have it to log console, and it doesnt log any unusual errors, it just stops in mid sentence.
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Lone's MOH Maps
blue60007
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Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

Well I might be able to salavge it, it's worth a try... :(
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Lone_Rebel
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Posts: 72
Joined: Sat Jul 05, 2003 11:39 pm
Location: USA
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Post by Lone_Rebel »

Okay, I will email you the .map file. hope you can fix it! thanks in advance
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Lone's MOH Maps
blue60007
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Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

Well I'm doing a complete overhaul on the vis, made everything detail and I've got leafgroups laid out on the underground areas, and I still need to do the outside and do a compile...
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Lone_Rebel
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Post by Lone_Rebel »

Is it wise to make all brushes detail? the VIS tutorial says NOT to do this.
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Lone's MOH Maps
blue60007
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Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

No not really but with the angled ceilings makes it hard for the compiler. It's taking longer than the expected (compile) so it may be the weekend until I get a chance to do a full compile. :(
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Lone_Rebel
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Posts: 72
Joined: Sat Jul 05, 2003 11:39 pm
Location: USA
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Post by Lone_Rebel »

taking that long? dang lol took very little time on mine. You using the spearhead SDK? or mohaa tools (dunno that it matters but I use spearhead SDK) Oh one thing I dunno if I told you but I think I did... the map has one spot in the tunnel to the armory where its screwed up (walls andfloor invisible) and also for some reason it keeps exiting the game for me at the point where you go into the kitchen.
It's not whether you win or lose... It is how many enemies you take down with you that counts.
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Lone's MOH Maps
blue60007
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Posts: 1247
Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

Well my attempt at leafgroups managed to mess fps up in some areas, but yet some areas benefited from it. I'm going to copy that somewhere else, then try making floors and walls structural, and use hint brushes to square up the rooms...
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blue60007
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Post by blue60007 »

Well I've made some improvements. The hallways have gotten lots better, and the rooms a tiny bit better. If you can get those areaportals working I bet that will improve the rooms! I think if you try thickening the walls and making the areaportals thicker, might help. Also you shouldn't really build on Grid 1, at least Grid 2, and preferably Grid 3. You should keep thicknesses to things like 2, 4, 8, 16, 32, 64 etc...

Check your email...
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