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Posted: Tue Aug 19, 2003 1:04 am
by Alcoholic
the hills in your first pic (the ones a few posts up) remind me of one of those "next gen super curvy" graphics engines.

Posted: Tue Aug 26, 2003 11:52 pm
by Jack Ruby
OK, I now need help, I have a degenerate plane and 3 leaking entities, I cant see how the entities are leaking, they are fully enclosed, if I try to find the degenerate plane nothings happens, I found one and replaced it only to receive another error but now the brush wont show itself.
Heres the .map zipped, would one of you out of the kindness of your heart take a look at the map and work out whats going wrong ?
http://www.westmount.co.uk/maginot/maginot_summer.zip
Heres the latest screens, working on the underground complex

Posted: Wed Aug 27, 2003 1:02 am
by Jack Ruby
I have been compiling, then using pointfile, seems I have lots of leaks, I will fix it
amended by me : I fixed my leaks, but cant find the degenerate plane, I cant get bobz tools to show up in my plugins, anyone know a place I can get a working plugin or what else I can do ?
Posted: Wed Aug 27, 2003 12:44 pm
by Slyk
To fix the degenerate plane, use the 'find entity/brush' function and then delete it and recreate it. Usually the leaking entities are lights.. in my experience. The leak can be caused by two likely sources: 1. their bounding box is inside a nearby brush, or 2. you copied and pasted them from another entity. How I commonly get the errors when setting up lights in corridors. I ignore them, doesn't hurt anything major as far as I know.
Posted: Wed Aug 27, 2003 11:52 pm
by Jack Ruby
My leaks are fixed, its the degenerate plane I am not happy about.
I already knew how to find it, so I found it, replaced it, now I have the same error, different brush number and find brush does nothing ?
I mean, I can live with it, its not causing any problems but its a little annoying.
Also my metal walkways are not working, I am using deckgrate1, no draw on 5 sides, also I am using the sdk so theres two nodraw textures, I have made two test grills, neither seems to let bullets through, what the hell is up with that ?
Apart from these glitches I am really happy with the map so far

Posted: Thu Aug 28, 2003 12:00 am
by Alcoholic
Whats the procedure to make curved tunnels like in that last pic? I'd really like to make stuff like that.
Posted: Thu Aug 28, 2003 12:20 am
by Jack Ruby
make a TALL pillar, square in the XY view say 32x32, then go curves/primitives/square cylinder.
Then you should have a tall square pillar that looks exactly the same as you had before but its now bendable cos its a patch.
Hit B, then use tab to cycle through the bend positions, you want it to bend in the middle, bend it to 90 degrees.
you may need to flip it now to get it the right way up, then paste a copy of it rotate it 180 then line it up with the other half, we now have our arch, then select both parts and stretch them to whatever length you want your tunnel, choose a texture then hit Natural to fit the texture,
Bobs your uncle !
Posted: Thu Aug 28, 2003 2:02 am
by Alcoholic
Great thanks!

Posted: Thu Aug 28, 2003 7:11 am
by Major Pain
Nice work
[Spec Ops] Jack Ruby. Just like Alcoholic, I like the tunnels too

Posted: Thu Aug 28, 2003 7:44 am
by rOger
Try to open the .map file in a texteditor and remove the errenous brush that way.
Posted: Thu Aug 28, 2003 11:59 am
by Jack Ruby
Cheers Roger, I will delete it that way, never tried it before, another thing I learned, nice one

Posted: Mon Sep 01, 2003 1:34 am
by Jack Ruby
Its coming along nicely
After learning about vis and portals my frame rates are whipping along beautifully.
Been playing with meshes too, I have made a tube, the texture looks a little weird, I will change it and see what happens, but the tube is soo easy to make, make a brush, go curves/primitive cylinder, then go curves invert, texture the inside of it and there you have a tube
Latest screens...

Posted: Mon Sep 01, 2003 11:07 am
by Zip
Nice looking map Jack

Especially the tubes. I see what you mean about the texture though, some don't line up. A little fiddling and they should though, nice job

Posted: Mon Sep 01, 2003 1:06 pm
by Major Pain
Sorry, but a bit too red for me

Posted: Mon Sep 01, 2003 9:18 pm
by Alcoholic
How do you make the 90 degree curves on the pipes on the last pic?
And whats with the different health in each of the pics?
