ill try sticking a tank there.. we will see what it does ![]()
and thanks jfry ![]()
ill try sticking a tank there.. we will see what it does ![]()
and thanks jfry ![]()
yeah, i was playing around with a tank and it looked funny. hehe. but what is something i can put up instead? it does need something there.. crates cant fill up the entire map ![]()
Warning: === LEAK in hull 0 ===
Entity env_model @ (-1264, -64, 241)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
its pointing to a building that is in the middle of the map, not extending out the top, and is well below the top.
EDIT: finally found it :

none of the buildings on that street have models (except lights) which aren't very many models :/ the whole map has a high epoly count, but its only since the latest compile (where i mainly fixed the skybox, before i just had a giant cube around it, now it fits the level)
-oh and i compile with ZHLT and the batch compiler.
actually i think a lot of the problem is from the house near the axis side of the map.. hold on ill get the picture.
http://trash.dork.cx/maps/dod_calais/july_8/calais0021.jpg - that one. but it looks so good with the models, how would i make them not render by looking from the outside?
http://trash.dork.cx/maps/dod_calais/wireframe/
theres the shots. the r_speeds and wpoly/epoly stuff wouldn't show up for some reason, just look at the fps i guess. a few things i would like to point out.
in front of allied flag 1, shot 1: http://trash.dork.cx/maps/dod_calais/wireframe/calais0002.jpg
moved forward a little: http://trash.dork.cx/maps/dod_calais/wireframe/calais0003.jpg
a little more: http://trash.dork.cx/maps/dod_calais/wireframe/calais0004.jpg
see how it cuts down as i get closer? maybe i should put a roof or something on there...
http://trash.dork.cx/maps/dod_calais/wireframe/calais0005.jpg now you see it, http://trash.dork.cx/maps/dod_calais/wireframe/calais0006.jpg now you dont (moved over like 5 feet).
http://trash.dork.cx/maps/dod_calais/wireframe/calais0009.jpg i can already see im going to have a problem with the axis first flag, even though i haven't done anything there yet.
| ? posted by Gorbachev |
| By the way, a properly proportioned tank would never be big enough to be a VIS blocker, it would be a sight-line blocker, but not VIS. |
I'm not sure I understand the difference.. at least in terms of r_speeds. Are you saying a tank won't reduce r's? Obviously not as good as a proper (ie no gaps) visblocker, but I figured it would bring them down as long you are at ground level. Then again I suppose they would end up raising them even higher if you were at a window overlooking the whole scene.. BLah I'm confused! /derail
