Posted by omegaslayer on Wed Feb 18th at 9:24pm 2004
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Posted by Wild Card on Wed Feb 18th at 9:26pm 2004
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Posted by azelito on Wed Feb 18th at 9:27pm 2004
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Posted by Pegs on Wed Feb 18th at 9:29pm 2004
| ? posted by azelito |
| HL2? They making a sequel to Half-Life????!?!?!? |
there are............ well ment to be Duke nukem forever will come out first ![]()
Posted by Jinx on Wed Feb 18th at 9:34pm 2004
um, I kinda doubt this is true. UT's stuff is integrated nicely into the editor and takes about 5 seconds to compile ('build').
hey, those guys are making fun of HL2, GET THEM! ![]()
Posted by Pegs on Wed Feb 18th at 9:37pm 2004
Posted by Cassius on Wed Feb 18th at 10:02pm 2004
Posted by Bewbies on Wed Feb 18th at 10:14pm 2004
hehe considering that you got at least 3 COMPLETELY different engines, theres a possibility that he was bsing you =P
valve uses their own compiling programs on HL2.. i.e. vbsp, vrad. trust me on this
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Posted by Crono on Wed Feb 18th at 11:19pm 2004
It's just because the engines do different things so you couldn't possibly make a general compiler (Try taking a quake level and playing it in unreal . . . doesn't work lol), and if you did it would be so inefticiant that it would be best not to use it.
The only way this would work well is if the compiers were sent in what you were mapping for at the time. So they could generate accordingly. [addsig]
Posted by Orpheus on Thu Feb 19th at 3:02am 2004
| ? posted by Cassius |
| If there's one thing good about UED, it's the compile times. |
but its also its biggest downside with unrealED, no map is sacred, you can load it and edit anyones.. 
the good side is, it uses the engine, you are actually creating the map almost as you build it. as i understand it, its not really compiling, but an exaggeratedly long and thorough save..
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Posted by omegaslayer on Thu Feb 19th at 5:13am 2004
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Posted by Campaignjunkie on Thu Feb 19th at 5:45am 2004
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Posted by Edge Damodred on Thu Feb 19th at 6:15am 2004
That's not exactly a correct interpretation on how 3D space is represented in mapping. They're actually the same, space subtracted from a void. The method of how to do this different though. When the map is creating the initial node in the tree and is doing all the CSG operations(removing geometry that can't be seen because it's either outside the hull of the map or hidden by other pieces of geometry that share the same plane), the map would resemble what it would look like in Unreal Ed. The difference is, UED does the CSG during "run-time" where as QEngine Editors do it at compile time. One gives you less build times(UED), the other gives you more flexibility to use the editor for other engines. The .map format is not specific to any engine, so all you have to do in order to use it for another engine is simply reconstruct the geometry. Basically it's the Game Industry Age Old Fight Between Performance and Flexibility.
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Posted by Cassius on Thu Feb 19th at 7:15am 2004
Posted by Jinx on Thu Feb 19th at 7:37am 2004
| ? posted by Cassius |
| The difference is subtractive geometry is a useless hassle. |
so is having to hunt town "leaks" ![]()
Posted by Cassius on Thu Feb 19th at 7:59am 2004
Posted by sde on Thu Feb 19th at 8:16am 2004
I never got over it. I'm hunting down some bastard leak as we speak, and it's one of those caused by the fact that all of the brushes which have been vertex manipulated diagonally are desperately trying to fit together, and failing.
I don't think you can actually get totally past your leak phase, I think you can just get fewer leaks...or possibly I'm a total noob.
Meh.
Posted by wil5on on Thu Feb 19th at 8:55am 2004
Sometimes I get leaks... but it usually doesnt take long to fix (pointfile!)
Subtractive editors were sent to Earth aeons ago, as punishment from the mapping gods. For centuries they pillaged the lands, robbing mappers of their time, forcing them to spend days just setting out the basic layout of the map. Then, a great hero rose up against the evils of reverse-CSG. There were legends of a new editor, one where you could make complex geometric structures in mere minutes! The editor, however was hidden in the faraway lands to the east. The hero, however, had no fear. He told the king he planned to go and get this editor, known as the "Golden Worldcraft". The king provided him with a vessel, the Argo...
Anyway, the guy gets WC and makes uber-maps. ![]()
Oh yeah, warcraft is totally different to all FPS engines as far as map format is concerned. Your friend is full of s**t.
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Posted by Orpheus on Thu Feb 19th at 11:19am 2004
| ? posted by Jinx | ||
so is having to hunt town "leaks" |
a whole town full huh jinxy?
seriously tho, and don't quote me on this yet, but i think "leaks" are not possible with HL2.
i can experiment a bit if i must, but since i am not in the practice of creating them i ham unsure, but i do know, when you clip outside a map, there is now HOM.... so maybe that means no leaks too..
| ? posted by sde |
|
I never got over it. I'm hunting down some bastard leak as we speak, and it's one of those caused by the fact that all of the brushes which have been vertex manipulated diagonally are desperately trying to fit together, and failing. I don't think you can actually get totally past your leak phase, I think you can just get fewer leaks...or possibly I'm a total noob. Meh. |
as a last resort only. use a block of skybrush and cram it into the holes.
to my knowlede, its one of the few brushes that wont drive up r_speeds, wont create leaks, can be overlapped, and doesnt need to be a func_ wall to do so...
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