42.000 bushes... NEWS NEWS NEWS!!!

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rodney
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Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

blue60007 wrote:I guess the save as static model, doesn't work. :? :? :? :? :? :?
I open the files of shell88.tik and place to load the my map!!!(found but with errors)

I place too m map in the shell88.map bt it do not modify nothing. I to place a compile map in the shell88.skc!!!

All mad ideas. And not found. But i can place one shell88=chair with bushes. (I believe to it is one way).

But is best first place the detail in 100% of my bushes...

Thanks!!!
blue60007
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Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

Good news!! I did some clean up and there are now only 29,000 brushes!! The file size is 27 mb. I think if you go through and do a bunch of merging (Ctrl + U) I think you might be able to get below 20,000.

I'm going to try a compile in a moment...


UPDATE: Dern, still got the error. :cry: But like I said, with more merging and such, I think the brush count may be able to drop below the limit.
Last edited by blue60007 on Thu Jun 03, 2004 10:16 pm, edited 2 times in total.
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blue60007
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Post by blue60007 »

Like everyone's been saying, you're not going to be able to modify the game. :( But there is hope, see my post above.
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rodney
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Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

blue60007 wrote:where you built each brick individually, it looked nice but it was bit....
Any members like it?!?!?

Please Blue60007(do not speak more the detail of the map... it is surprise)!!!

Please member: It was not decraze the speed because i am creating a high numbers of vis(vis_leafgroup)...

Blue60007 if you can not reduce at 20.000 bushes not problem.

I know best the map(because i creat) and i can reduce much more because i remember the bushes in this situation...

Thanks for help-me!!!

Continue reducing!!!

I am much happy!!!

Thanks!!!
rodney
Second Lieutenant
Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

blue60007 wrote:Like everyone's been saying, you're not going to be able to modify the game. :( But there is hope, see my post above.
oK... Sorry. ignore that message. I stay confuse and now i delete the code...

Sorry...

Thanks!!!
blue60007
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Post by blue60007 »

Oops, now that you read it, I'll delete the details. :oops:

I'll keep on reducing!
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Bjarne BZR
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Post by Bjarne BZR »

Save a backup of the map before you do!
Because it is hard work to make the right ones strucural again afterwards.
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Head above heels.
rodney
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Post by rodney »

I have 20 backups!!!

Thanks!!!
Bjarne BZR
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Post by Bjarne BZR »

Your WAY smarter than me then ;)
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blue60007
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Post by blue60007 »

I only keep one backup. :oops: And then there's always the .bak, but I never use autobackups. :oops: :(
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rodney
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Post by rodney »

I am opening the map. It need 10 minutes!!!

Blue60007. Wait 10 minutes i am sending a p.m with news instructions.

Thanks!!!
blue60007
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Post by blue60007 »

Alrighty...

21,500 brushes now!
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rodney
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Post by rodney »

oK...

Remember tltrude speak to the limit is 22.000. But I can compile a map with 20.300 or less.(The bushes + entites=all bushes)...

Thanks!!!
rodney
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Posts: 172
Joined: Sat Mar 13, 2004 5:49 pm

Post by rodney »

I can make a static model. But how to place it in the map???

I need creat a .tik file???

I need creat a .sk* file???

Thanks!!!
jv_map
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Post by jv_map »

rodney wrote:I can make a static model. But how to place it in the map???

I need creat a .tik file???

I need creat a .sk* file???

Thanks!!!
Just copy fx/dummy.tik and add 'commanddelay 0.05 delete' in the init server section... Save it in the models/static folder with some name, then in the same folder make a .map with some of your brushes you'd like to replace with the static model. Edit the QUAKED comment in the tiki so it shows up in radiant. Then put the static model in your original and compile it :D
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