If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here
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rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Thu Jun 03, 2004 7:37 pm
I open the files of shell88.tik and place to load the my map!!!(found but with errors)
I place too m map in the shell88.map bt it do not modify nothing. I to place a compile map in the shell88.skc!!!
All mad ideas. And not found. But i can place one shell88=chair with bushes. (I believe to it is one way).
But is best first place the detail in 100% of my bushes...
Thanks!!!
blue60007
General
Posts: 1247 Joined: Sun Mar 07, 2004 11:44 pm
Post
by blue60007 » Thu Jun 03, 2004 9:35 pm
Good news!! I did some clean up and there are now only 29,000 brushes!! The file size is 27 mb. I think if you go through and do a bunch of merging (Ctrl + U) I think you might be able to get below 20,000.
I'm going to try a compile in a moment...
UPDATE: Dern, still got the error.
But like I said, with more merging and such, I think the brush count may be able to drop below the limit.
Last edited by
blue60007 on Thu Jun 03, 2004 10:16 pm, edited 2 times in total.
blue60007
General
Posts: 1247 Joined: Sun Mar 07, 2004 11:44 pm
Post
by blue60007 » Thu Jun 03, 2004 9:46 pm
Like everyone's been saying, you're not going to be able to modify the game.
But there is hope, see my post above.
rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Thu Jun 03, 2004 9:56 pm
blue60007 wrote: where you built each brick individually, it looked nice but it was bit....
Any members like it?!?!?
Please Blue60007(do not speak more the detail of the map... it is surprise)!!!
Please member: It was not decraze the speed because i am creating a high numbers of vis(vis_leafgroup)...
Blue60007 if you can not reduce at 20.000 bushes not problem.
I know best the map(because i creat) and i can reduce much more because i remember the bushes in this situation...
Thanks for help-me!!!
Continue reducing!!!
I am much happy!!!
Thanks!!!
rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Thu Jun 03, 2004 10:16 pm
blue60007 wrote: Like everyone's been saying, you're not going to be able to modify the game.
But there is hope, see my post above.
oK... Sorry. ignore that message. I stay confuse and now i delete the code...
Sorry...
Thanks!!!
blue60007
General
Posts: 1247 Joined: Sun Mar 07, 2004 11:44 pm
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by blue60007 » Thu Jun 03, 2004 10:18 pm
Oops, now that you read it, I'll delete the details.
I'll keep on reducing!
Bjarne BZR
Site Admin
Posts: 3298 Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:
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by Bjarne BZR » Thu Jun 03, 2004 10:28 pm
Save a backup of the map before you do!
Because it is hard work to make the right ones strucural again afterwards.
Admin .MAP Forums
Head above heels.
rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Thu Jun 03, 2004 10:54 pm
I have 20 backups!!!
Thanks!!!
Bjarne BZR
Site Admin
Posts: 3298 Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:
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by Bjarne BZR » Thu Jun 03, 2004 11:19 pm
Your WAY smarter than me then
Admin .MAP Forums
Head above heels.
blue60007
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Posts: 1247 Joined: Sun Mar 07, 2004 11:44 pm
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by blue60007 » Fri Jun 04, 2004 12:41 am
I only keep one backup.
And then there's always the .bak, but I never use autobackups.
rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Fri Jun 04, 2004 1:06 am
I am opening the map. It need 10 minutes!!!
Blue60007. Wait 10 minutes i am sending a p.m with news instructions.
Thanks!!!
blue60007
General
Posts: 1247 Joined: Sun Mar 07, 2004 11:44 pm
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by blue60007 » Fri Jun 04, 2004 1:15 am
Alrighty...
21,500 brushes now!
rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Fri Jun 04, 2004 1:30 am
oK...
Remember tltrude speak to the limit is 22.000. But I can compile a map with 20.300 or less.(The bushes + entites=all bushes)...
Thanks!!!
rodney
Second Lieutenant
Posts: 172 Joined: Sat Mar 13, 2004 5:49 pm
Post
by rodney » Fri Jun 04, 2004 3:37 am
I can make a static model. But how to place it in the map???
I need creat a .tik file???
I need creat a .sk* file???
Thanks!!!
jv_map
Site Admin
Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
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by jv_map » Fri Jun 04, 2004 9:16 am
rodney wrote: I can make a static model. But how to place it in the map???
I need creat a .tik file???
I need creat a .sk* file???
Thanks!!!
Just copy fx/dummy.tik and add 'commanddelay 0.05 delete' in the init server section... Save it in the models/static folder with some name, then in the same folder make a .map with some of your brushes you'd like to replace with the static model. Edit the QUAKED comment in the tiki so it shows up in radiant. Then put the static model in your original and compile it