Introducing my upcoming map
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@hogleg: I did so with most of all buildungs, but since adding the waterworks i get max_edge_lines, MAX_MAP_SHADERS and MAX_MAP_LIGHTING.
Know how to fix the last two but don't know exactly how to handle the first.
Read something about t-junctions and mapmodels but haven't got a clue what to do exactly to get rid off that damn error.
The limitations suck.
Know how to fix the last two but don't know exactly how to handle the first.
Read something about t-junctions and mapmodels but haven't got a clue what to do exactly to get rid off that damn error.
The limitations suck.
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Bjarne BZR
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@Roach: here is a description/solution: http://www.map-center.com/modules.php?n ... pic&t=3866
Jep, read it but didn't find the right solution. I don't want to delete anything. Compiled without my Waterworks and it worked - added it again after deleting some groups of brushes and replaced them with custommade single Textures (obviously not enough) it didn't.
Instead i got the max_shader_thing. Brush count is now about 14292 (reduced from >17000).
2nd solution (2. turn some of your map into mapmodels) in the post you linked me seams the best but i don't exactly know how to turn buildings or pieces of them or any other stuff into mapmodels and use them
Instead i got the max_shader_thing. Brush count is now about 14292 (reduced from >17000).
2nd solution (2. turn some of your map into mapmodels) in the post you linked me seams the best but i don't exactly know how to turn buildings or pieces of them or any other stuff into mapmodels and use them
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Bjarne BZR
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Not sure, but the limitations may be per VIS area of a map. If so, you could make 2 totally separate parts of the map ( in effect 2 separate skyboxes ). And then create an unnoticeable teleport between them. Like a room in the middle where the second door can only be opened once the first one has been closed ( what actually happens is that once both doors are closed, you move the origin of all players in the room to an identical copy in the next VIS area
).
This way you can also double the area of the map, if needed, as the map size limit is only in X and Y... not Z (
again ).
This way you can also double the area of the map, if needed, as the map size limit is only in X and Y... not Z (
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Bjarne BZR
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I've had 3 day compiles. But that dropped to less than a day when I learned to do better VIS design. And for a huge map like yours: you can expect compile times like this (at least for a high quality compile).Roach wrote:Damn, it seems i've got a problem.
While compiling the vis-stage is stuck at 97% for 2 days now.
I can relate to those kind of compile times and in adition the last few % always take considerably longer.Roach wrote:Damn, it seems i've got a problem.
While compiling the vis-stage is stuck at 97% for 2 days now.
Compiling the map in pieces is no problem.
Could anybody eventually check out my files, try to compile or give some help or tips about that?
Extremely frustrating, keep with it.
Seere.
compiling times
Seems i got all my errors fixed.
Doing a standard compile takes 121 hours now.
What times can i expect doing the final one set with -fulldetail & -final?
...and... does anybody know whats the max count in shaders you can have in your map?
think its about 250. perhaps 256?
Doing a standard compile takes 121 hours now.
What times can i expect doing the final one set with -fulldetail & -final?
...and... does anybody know whats the max count in shaders you can have in your map?
think its about 250. perhaps 256?
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Golden-Hammer
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Re: compiling times
hehehe, this would be the 1st map without errorsRoach wrote:Seems i got all my errors fixed.
Maybe u can borrow another computer for a week or two?!Roach wrote:Doing a standard compile takes 121 hours now.
What times can i expect doing the final one set with -fulldetail & -final?
But
Jv_map wrote:Never compile with -fulldetail
It turns all detail brushes into structurals, which is obviously a bad idea.
...
See the advanced compiling tut right here at .map
- Deutsche Dogge
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Golden-Hammer
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Golden-Hammer
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