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Posted: Fri Mar 18, 2011 3:33 pm
by knifepoint
thanks for that, helped loads

t1l1 normandy problem with sound
Posted: Sat Mar 19, 2011 3:26 pm
by punisher2202
hello i have problem with sound , I have no sound on the movement of the player and the sound of the guns
i have this mode :
http://medalofhonor.filefront.com/fi...Normandy;36409
Posted: Mon Mar 21, 2011 2:06 am
by [D.o.G]FaDe2BlAcK
I had a similar problem, what exactly did you hear? Grenade explosions and bullet impacts only?
MOH Radiant Help
Posted: Mon Mar 21, 2011 2:15 am
by Dr.Pepper-US
I recently attempted to start mapping, but every time I open radiant and try to apply a texture it crashes. I have no idea why and was wondering if there was any fix for this?
Posted: Mon Mar 21, 2011 2:34 am
by Cpt. Duke
Greetings, Dr. Pepper-US!
Does MOHRadiant crash when apply any texture? Or does it crash due to a specific texture?
If it's a specific texture, which texture is causing this problem?
Posted: Mon Mar 21, 2011 3:50 am
by Dr.Pepper-US
When i open the common textures is when it crashes. I tried re-installing radiant, but to no avail. I was also wondering if it might be my pc, if its just not good enough to run radiant, so do you guys have awesome gaming computers? Because all i have at the moment is my laptop.

Posted: Mon Mar 21, 2011 3:56 am
by [D.o.G]FaDe2BlAcK
Well I myself am using a laptop, so I don't think that is the problem, unless yours is quite dated. What year/make is it?
Posted: Mon Mar 21, 2011 2:53 pm
by punisher2202
I don't hear nothing. I hear only the sound of map. I don't hear the sounds of the soldier and weapons
Posted: Mon Mar 21, 2011 4:05 pm
by Cpt. Duke
If I were you, I would
never search from any of the texture sets (general_structure, misc_outside, normandy, common, ect.)
Instead, I would use the texture keyword box (usually located in the upper left-hand corner of MOHRadiant)
Below are the available keywords you can use.
Usage of texture:
wall- vertical wall textures, natural or man-made
floor - floor textures, either natural(ground) or man-made
ceiling - anything that was made to be used as a ceiling
roof - rooftop textures for buildings
door - any door texture, including gates
window - any window texture, including the window frames
sky - sky's...
signs - anything that has verbage on it, posters, signs
road - road, paths and trails
pipe - pipe textures, valves for pipes, also includes wires
flat - textures with even, non-bordered pattern in all directions
special - made for brush objects ONLY (i.e. crates, boxcars)
indoor - pictures, misc household items
trim - all trim, including ibeams, endcaps, etc...
masked - any texture that has alpha'd areas (like grates, etc...)
damaged - anything that's been damaged (has blast marks, etc...)
utility - textures like nodraw, caulk, trigger, etc.... ONLY!
terrain - textures made specifically for the terrain system
panel - paneled type textures (like the library ones)
light - light emmiting textures
Material types:
metal - all types of metal
rusted - rusted, weathered metal
corrugated - corrugated materials
gravel - gravel textures
sand - sand textures
rock - naturally occuring rock formations (walls, floors, etc...)
stone - man-altered rocks like stone walls, cobblestone streets, etc
brick - brick textures
concrete - concrete textures
wood - wood textured
plaster - plaster textures
carpet - carpet and cloth type textures
liquid - all liquids, including oceans, rivers, puddles, etc....
river - river textures, or other flowing water types
ocean - ocean textures
glass - glass textures
tudor - used in french/german towns with plaster / wood beams
natural - non man-made materials
dirt - all dirt textures, including transitional textures with dirt
grass - all grass texture, including transitional textures with grass
tree - textures relating to trees
bush - textures relating to bushes
folliage - vines, forest canopy, underbrush
snow - if the texture has any snow or ice on it
mud - if the texture is, or has mud on it
Level Reference: - texture was made for a particular mission
m1 - North Africa
m2 - D-Day, Normandy, Nebelwerfer
m3 - OSS mission in France, blow train rails, manor house
m4 - Brest France, Artillery missions, sniper hunt
m5 - snow forrest, snow town/train station, schmertzen
m6 - Hunt artillery, Ramagen
m7 - U-Boats in Norway
intro - opening cinematic
ending - ending cinematic
This method is less likely to crash MOHRadiant, but I can't guarantee it.
Also, try reloading the textures to keep the texture window clean. Go to the TEXTURES and select RELOAD.
If your computer suffers from lack of memory, this can certainly cause MOHRadiant to crash when loading textures.
I Hope any of this helps!

Posted: Mon Mar 21, 2011 6:44 pm
by Dr.Pepper-US
Thanks guys! And i started using the search box (i had no idea it was even there lol) and everything works fine now. As for my laptop it's a toshiba l505 and i have a x64 bit windows 7 ultimate OS.
Oh and those search bar keywords where very helpful!
Posted: Mon Mar 21, 2011 11:06 pm
by neillomax
You are first using caulk before you chose a te4xture ..... running a texture without using it on caulk may cause that problem. Using the above technique may work but if it doesn't work the "right" way something is wrong.
FPS problems...
Posted: Tue Mar 22, 2011 9:00 pm
by [D.o.G]FaDe2BlAcK
Ok, so basically I have a large rectangle map with a hill in the middle. now on either side and on top of the hill there are many bushes and a few trees for cover. my FPS will drop from 97 to a lowpoint of 55-ish in these areas. Is there anyway I can keep a high FPS while also keeping the bushes/trees? I read about the VIS option, however I do not know enough about what it does to set it up properly. Will the VIS option even work here? Or perhaps there is another way too. Any help would be greatly appreciated.
Posted: Tue Mar 22, 2011 9:58 pm
by neillomax
vis leaf groups........ any other questions ask...
/tutorials.php?category=All
FPS? No problem!
Posted: Tue Mar 22, 2011 9:59 pm
by Cpt. Duke
I just recently started learning how to optimize my maps for maximum FPS, so I will explain to you what I have learned so far.
As far as I know, for an open, outdoorsy map such as yours, manual vis and a full vis compile will be most efficient. Also, in order for your full vis compile to work correctly, you must learn how to add "detail" to your map (instructions can be found here
http://gronnevik.se/rjukan/index.php?n= ... WithDetail)
Keep in mind that optimizing your map in this fashion will take some time and practice (
believe me

), so don't expect to get it right the first time. Usually, it's best to have this stuff all planned out from the start of your map.
In case you haven't read this tutorial yet, here's the link with info you should know about manual vis:
/t.php?id=80
If the player can see every part of the map from almost any area, this will make optimizing your map a bit tricky.
In the future, if you plan on making a map with houses or a map centered around a village or town, I suggest you do some research on hint brushes and area portals.
/t.php?id=81
If you need some additional info on any of these optimization methods, just let us know!
I'll be sure to keep an eye out for more tutorials for you to study.
I also suggest you take a look at the stock maps (
http://medalofhonor.filefront.com/file/ ... Maps;38867 ) to see how this stuff is done. It helped me!
Good Luck!

Posted: Tue Mar 22, 2011 10:23 pm
by Cpt. Duke
I would also suggest to make sure your skybox is completely sealed off. No leaks allowed!