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More of 20.000 bushes and more of 10.000 entytes!!!
Posted: Sat Mar 27, 2004 9:10 pm
by rodney
Is possible compile a map with:
More of 20.000 bushes and more of 10.000 entytes!!!
I have a error!!!
Please HELP-ME!!!
Posted: Sat Mar 27, 2004 9:26 pm
by blue60007
um...nope, did you decompile a stock map? if you did you'll have to fix it up some. You'll get an error like MAX_BRUSH_SIDES. Maybe you didn't with 10,000 entities, unless those are pathnodes...
Posted: Sat Mar 27, 2004 9:50 pm
by rodney
Sorry with my bad english:
I am brazilian:
And the portuguese of Brazil is very difficult read and write english!!!
The map is not STOCK!!!
I creat the map:
In the january of 2003 i start:
I work in the start more of 5 hours per day:
And now maybe 3 hours per day:
When i am not good (best) to creat scr. file and shared and others:
And in this finaly time of my map... I am ask in this FORUM... To help-me in hte scr. file and the compile erros:
Pleas e help-me!!!
An i need more a month to finaly!!!
When i have error:
i exceded the vis********************* *( i can not remember)
The simple BSP bsp compile... is 14 minutes to finished:
After i finished i post the map here on the FORUM:
When i need help of the FORUM!!!
Sorry with my bad english:
Please read 5 times!!!
Posted: Sat Mar 27, 2004 10:12 pm
by blue60007
Ahh Brazil...
Looks like you've spent a lot of time on this.
Alright I see your problem you've execeded the amount of vis data allowed. You'll need to make any non visibility-blocking brushes detailed.
Let's see there is a tutorial on this somewhere...ahh
here it is
That should help you understand detail and structural brushes better.
Posted: Sat Mar 27, 2004 10:55 pm
by rodney
what it is (vile)? It is a graphical error???
vile it is what I must place to fill air???
It air not to be empty and not to occupy space???
Posted: Sat Mar 27, 2004 11:32 pm
by M&M
could u tell us where u found that word? i dont think there is anything called vile in mapping (is there?) .either it might have been vis (from spelling) or void(from what u are saying) .
try using one of those translating sites .maybe it could translate brazilina portuguese better than u (no offence intended)

.
Posted: Sun Mar 28, 2004 12:00 am
by rodney
oK:
No offence!!!
The vile is vis:
vile=vis
The traductor stand!!!
vis=see in portuguese!!!
And he traduct vis to vile because this!!!
I place () to do not traduct the word... when the traduct place vis=vile!!!
And i can not remember the modifi vile=vis here on the FORUM!!!
Please sorry!!!
vile=vis!!!
Posted: Sun Mar 28, 2004 3:38 am
by blue60007
vis = visibility = vile
Alright I will post in English than translate into Portuguese.
There is no sense in drawing what can not be seen, right? That is just a waste of system resources. So the visibility compiler divides space into blocks. The dividing of space into blocks is determined by structural brushes. So any walls, floors, ceilings, or other large brushes should be left structural. Any small brushes like posters, railings, steps should be made detail. These small brushes make lots of unnecessary splits so you have lots of small blocks. Where two blocks touch is consider a portal. The compiler must put itself in each portal at each spot and figure up what other portals it can see. Then all portals that can be seen are drawn. This data is put into a PVS file, Possible Visible Sets. If you have tons of these splits there are a lot of portals and there will be too much visibility data. Also it will take a very long time to compile. Also if you run the visibility stage with -fast only some visibility is done. Now with that many brushes and unless they are spread out over a large area the FPS (Frames Per Second) will probably suffer greatly. I think this should help you to understand. Let me know if you don't understand something.
L? est? nenhum sentido em extrair o que n?o pode ser visto, direito? Isso ? justo um desperd?cio de recursos de sistema. Assim o compilador da visibilidade divide o espa?o em blocos. Dividir-se do espa?o em blocos ? determinado por escovas estruturais. Assim todas as paredes, os assoalhos, os tetos, ou outras escovas grandes devem ser deixados estruturais. Todas as escovas pequenas como posteres, trilhos, etapas devem ser feitas a detalhe. Estes as escovas pequenas fazem lotes de splits desnecess?rios assim que de voc? ter lotes de blocos pequenos. Onde um toque de dois blocos est? considere um portal. O compilador deve p?r-se em cada um portal em cada ponto e figur?-lo acima de o que outros portals ele podem ver. Todos os portals que podem ser vistos s?o extra?dos ent?o. Estes dados s?o postos em uma lima de PVS, jogos vis?veis poss?veis. Se voc? tiver toneladas destes splits h? uns muitos dos portals e haver? demasiados dados da visibilidade. Tamb?m far? exame de um tempo muito longo compilar. Tamb?m se voc? funcionar o est?gio da visibilidade com - fast somente alguma visibilidade ? feita. Agora com aquela muitas escovas e a menos que forem espalhadas para fora sobre uma ?rea grande o FPS (quadros por o segundo) sofrer?o provavelmente extremamente. Eu penso que este deve lhe ajudar compreender. Deixe-me saber se voc? n?o compreender algo.
I used
www.worldlingo.com
Posted: Sun Mar 28, 2004 4:02 am
by rodney
In the my map i have a considered number of graphical problem!!!
When the graphical problem is only possivel to be seen in the MOHAARADIANT and not in the MOHAA or MOHAASH...
And in the game the blocks do not appear with errors or problems...
I until can arrange the errors graphical(when not to be visibles)...
but they are many blocks...
is very difficult to find in which block is the error...
and I could delay about 6 months fixing...
I am possivel I to compile exactly of without arrange the blocks?
Thanks!!!
Posted: Sun Mar 28, 2004 4:06 am
by blue60007
I am not entirely sure what you are asking. If you post in Portuguese I can help you better.
Posted: Sun Mar 28, 2004 4:13 am
by rodney
Is possivel i to compile exactly of without arrange the blocks with graphical problem???
Posted: Mon Mar 29, 2004 1:35 am
by blue60007
Try running the vis part of the compile with -fast
error
Posted: Mon Mar 29, 2004 2:46 am
by tltrude
You must reduce see data (vis data) below 209,000,000 (2.09Mb).
Make brushes "detail" (green in 2D) using Ctrl + Shift + D.
Change steps to detail.
Change false buildings to detail.
Change small brushes inside rooms to detail.
Posted: Mon Mar 29, 2004 7:04 am
by Bjarne BZR
Read this tutorial and read it again until you understand it:
Creating effective VIS design by correct use of detail and structural brushes. I hope you can understand it even if you are Brazilian.
Posted: Tue Mar 30, 2004 4:42 am
by rodney
Thanks tltrude!!!
I place detail in all of my bushes... it is resolving the my problem... With 7.000 bushes i can compile now!!! In 5 hours!!!
I am finaly my map... and now I believe that was compile!!!
You are very good in the files of PK3!!! and all of MOHAA!!!
I see you examples... the player cannonball(manfire!!!)
I am ask for you to you help me to create the my file scr.
I am very good to creat bushes... when i can not creat "well" the src. file... when you can!!!
I need place the player cannonball ... tv viem... elevator... light on/off... Ferris Wheel... and Merry-Go-Round!!!
As I spoke previously...
My map has 20,000 bushes and 10,000 entities...
And i am start the map in February of 2003...
Now is in the necessary end...
Of plus one month finishing...
But and is only with bushes...
Windows... detail... others...
My map still does not have the archive scr. file!
-------------------------------------------------------------------------------------If I to pass it my archive map... with bushes you makes the archive scr. you me???
-------------------------------------------------------------------------------------
I see tou scr. file example... when i can not found this in my map!!!
Please help-me!!!
Thanks!!!
Sorry with my bad english!!!