a few quick & easy questions
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Bjarne BZR
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ive been wondering whats that 2.it appeared after adding some effects i was testing but i think i removed all of them."Spherical lighting: Ran out of space in the sphere array!"
this is the road u made wacko,i havent tocuhed it.i tried making it with less triangles but it looked crappy so i left it as is.maybe ill reduce it as a last resort.ill c if i can upload the .map soonAnd: many meshes (the road!!!!) could have less triangles. this would help atleast a bit, the main prob though will remain
dont worry ,i wont tell any1I was fearing to get this response don't tell the others
anyways,ive uploaded the .map file and it also has a .prt file as requested by Bjarne BZR .u can find it HERE .
note:im not sure that the link works cause i forgot how i managed 2 take the 1st link of the map .i just copied that link and edited it ,i hope it works
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Bjarne BZR
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- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
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http://mercury.walagata.com/w/m--n--m/MOHAA.zip works
http://mercury.walagata.com/w/m--n--m/mohaa.zip does not.
http://mercury.walagata.com/w/m--n--m/mohaa.zip does not.
Last edited by wacko on Thu Mar 25, 2004 7:08 am, edited 1 time in total.
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
One of the towers still have structural breushes and I'd make the walls in the corridors beneath the bomb hole structural. Apart from that the detailing looks good. One solution vould be to put the undreground about one or two meters down and have some longer walls in the shafts down to it. And maby put a hatch with an areaportal over some of the openings.
really,thats odd? im sure i made all of them detail ,but maybe when i fixed the textures and rotated them that this could have happened .i remember deleting one tower and copying the other after fixing it ,so probably that caused itOne of the towers still have structural breushes
that wouldnt be that effecient ,try 2 think of this map in a middle of a battle,those hatches would be opened so players can go 2 the other side and vice versa ,so adding a hatch wont fix anything really unless the underground area isnt accessed during gameplayAnd maby put a hatch with an areaportal over some of the openings.
they are ,its just a part of that wall that is made detail as its not very useful .if u look at the design u will c that there is a structural brush behind it and 2 triangular brushes (detailed) that make the area under the bombed hole .also thats not the area where the fps drops .the worse areas are at the beggining of the tunnels near the weapon rooms.from there u can c the whole map .but from the bombed hole u can only c half .and I'd make the walls in the corridors beneath the bomb hole structural
i originally made the mistake of making them 2 close which i realised halfway thru mapping .but it doesnt look that bad .however moving everything down now would be catastrophic ,im not sure that mohradient can handle it w/o crashing .also that would take alot of work 2 fix all the stuff that went wrong .id rather place vis leafgroups over the whole map and fix them 2gether so the map plays better .but i was hopeing i could fix it in an easier way .can hint brushes help here?there are corridors right (where hints are used)?im not very good with hint brushes so i dont really know how 2 implement them "correctly"One solution vould be to put the undreground about one or two meters down and have some longer walls in the shafts down to it
hmm!!seems hints are far easier .so im gonna give them a try b4 using vis leafgroups .but i have a couple of questions ,one was in the last post but was ignored i guess
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i mean part of it ,not all of it.i want 2 make a hint brush 4 the entry points 2 the undeground in the map.however the entry point is much smaller than the area below it ,so placing a hint brush the size of the entry point would create portals on either side of the hint brush .but if i make it the size of the lower area it wouldnt make portals on either side since the hint would be side by side with the wall,however this would make a part of the wall of the entry point in the hint ,
did any of that make sense? if so then plz answer me,if not then i guess i have 2 post a screenie of what i mean.
edit:
some spots are very hard 2 do with hints,so i might use manvis as well,but a new question popped up while i was fixing the map.
14-what is the attitude of other parts of the map that arent done with vis_leafgroups towards them?is it always draw,or never draw ,or draw when u c it?
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13-what happens if i place a hint brush into a wall (structural or detail).in the last post i wrote:when i try 2 compile with -staticshadows the compiler seems 2 freeze somewhere in the bsp process can any1 help me with that?
i mean part of it ,not all of it.i want 2 make a hint brush 4 the entry points 2 the undeground in the map.however the entry point is much smaller than the area below it ,so placing a hint brush the size of the entry point would create portals on either side of the hint brush .but if i make it the size of the lower area it wouldnt make portals on either side since the hint would be side by side with the wall,however this would make a part of the wall of the entry point in the hint ,
did any of that make sense? if so then plz answer me,if not then i guess i have 2 post a screenie of what i mean.
edit:
some spots are very hard 2 do with hints,so i might use manvis as well,but a new question popped up while i was fixing the map.
14-what is the attitude of other parts of the map that arent done with vis_leafgroups towards them?is it always draw,or never draw ,or draw when u c it?


