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Posted: Fri Jul 28, 2006 3:16 pm
by PKM
Liberator wrote:That really helped on compiling time

thanks!
Yes I?ve seen maps with holes in it and didnt understand the meaning...good to know

you shouldn't see a 1x1u hole in a finished map. if you do it and release it as finished, make sure the hole was placed near one of the corners in your skybox, better yet if that corner is far away from the edge of the map (if possible) and the hole is cut on the ''ceiling'' of the skybox; harder to see if at all. the holes you have proably seen are bad texture scripting or missed textures. also could be the brush isn't all the way on a grid . lemme know if you need further help with custom textures. i build those allmost everyday.
it's the main reason i got into mapping, got tired of seeing the same textures on every map .
Posted: Sat Jul 29, 2006 12:04 am
by Liberator
Thanks PKM I will

Im not sure I understand the way to import own textures...?
I dont know wich and how many files that are supposed to be in the pk3 file..
I want to create danish historical maps. That could be old forts, castles and stuff. We have some old German bunkers at the westcoast og a special part of copenhagen. Take pictures of the textures I need and pic of the surroundings...

Posted: Sat Jul 29, 2006 1:37 am
by PKM
real simple...
1. create your texture/image and save it as .jpg (for the most part), .tga if you want ''transparency'' somewhere in the image.
****important****
always save your images by measurements dividable by four (ie. 128X256, 256X256, 200X300...) otherwise your image will show up 'cocked' sometimes.
2. create a shader/script for the image (easiest thing to do is use pakscap to open pak0.pk3 and copy a shader that is closest to the sound parm you wish to have (ie. metal, wood, stone, plaster, glass....). change the directory in the shader to a directory you create (ie. textures/dutchimages/dutchdoor.tga).
****important****
if the shader allready says .tga as the file type, go ahead and keep it even if you have a .jpg as your image's file type. remember most shaders have at least two place where you'll have to change the directory
3. save your custom shader as anyname.
shader
4. use pakscape to create the following directories:
- scripts
textures/dutchimages
5. place your .shader in the scripts folder, all images in the subfolder ''dutchimages'' found in textures.
6. save as a .pk3 , naming it anything you want (ie. dutchtextures.pk3)
PM me and i'll send you an example
Posted: Sat Jul 29, 2006 8:52 am
by jv_map
Us profs know you can do -fast vis instead of making a hole
Or skip vis altogether.
Posted: Sat Jul 29, 2006 12:12 pm
by PKM
jv_map wrote:Us profs know you can do -fast vis instead of making a hole
Or skip vis altogether.
yea yea yea yea
you're jv, we know .
Posted: Sat Jul 29, 2006 12:52 pm
by Liberator
eh?

hole
Posted: Mon Jul 31, 2006 1:48 pm
by tltrude
Putting a hole in your skybox will hurt the preformance of your map. Using the -fast option when compiling is better than a hole.
Posted: Mon Jul 31, 2006 2:55 pm
by PKM
did you just call me an a-hole, sir ?!
how much performance is hit if the hole is left in, tl ? never noticed it on my end.
Posted: Tue Aug 01, 2006 12:31 pm
by Imagination
Having a hole in your sky box will hurt your performance as it will ignore the vis process and basicaly compile it as if everything was detailed and nothing structual.
depending on how complex your map is (how many brushes/sides) will of course effect its performance.
Having a hole in your box is fine for testing changes to a map but for final compile it should be sealed.
Posted: Wed Aug 02, 2006 2:18 am
by Ophisâ„¢
Imagination wrote:Having a hole in your sky box will hurt your performance as it will ignore the vis process and basicaly compile it as if everything was detailed and nothing structual.
depending on how complex your map is (how many brushes/sides) will of course effect its performance.
Having a hole in your box is fine for testing changes to a map but for final compile it should be sealed.
whoa, where did this guy come from? hi.
Rookie
Posted: Wed Aug 02, 2006 3:21 am
by tltrude
He is Rookies' alter ego!
Posted: Thu Aug 03, 2006 12:43 pm
by Rookie One.pl
Nope, mine is IneQuation, don't spread misinformation, Tom!

Posted: Thu Aug 03, 2006 2:21 pm
by jv_map
It's seere in sneak-mode

Posted: Thu Aug 03, 2006 2:31 pm
by PKM
if it must be known, i'm lady madonna over at TMT
Posted: Thu Aug 03, 2006 3:48 pm
by Imagination
jv_map is a very clever chap as if we didn't already know

Been away from mapping for some time due to various issues and toying with cod 2 atm, hope your well.