SPLA Map
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Re: SPLA Map
Posted by Gollum on Tue Nov 4th at 11:27am 2003


Yikes! Don't do that or much badness will result. In theory I can't see why it would be a problem, but in practice there are many reports of problems when the editor and the game are on different drives.

Induction > deduction, much as I hate to admit it.

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Re: SPLA Map
Posted by Myrk- on Tue Nov 4th at 11:30am 2003


Whats the maps theme? I feel like making a section

I'd love to do a good ol' wildly extravagant secret room section, and a corridoor to each room maybe? Sorta dark dingey thing with little spotlights on roof and you choose your room, each room has a name maybe and you go through big vaulted doors to get to each section.

Secret room could have a teleport to room section too!

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Re: SPLA Map
Posted by Wild Card on Tue Nov 4th at 12:29pm 2003


Theres ya problem MS, everything must on the same drive. If not, things dont work. HL (or in your case, CS) VHE, textures, HLCC, ZHLT and anything else must be on the same HDD.

As well, dont redo your section, its really good as it is. But you might want to redo your "hooks" on the bucket spilling the lava. I noticed you made the hooks, then shrunk them down. This makes some of your brushes not aligned with the grid (and I think it increases compile time?). As well, the base for that big water tank needs to be changed. Take out that brush and put something more simple. It will look as good (if not better) and will be much easier to do during compiling. I was thinking of putting simple rectangular brushes perpendicular to the lenght of the tank. 3 bruches about 16units thick and about 8 units longer on each side of the tank. Made theses go from the floor and up into the tank until it looks good to you. Make them func_wall's to prevent face spliting on the floor and FUBAR on the tank cylinder. Just my idea, do what you like. Other than that, your section looks good. Do that, compile, then run your map with gl_wireframe 1 to see if there are any other trouble spots.

Myrk:We have already all the mappers we needed for the original 8 sections around a centerpiece. But, since the layout isnt like that anymore, I'm sure we can add another section.

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Re: SPLA Map
Posted by fishy on Tue Nov 4th at 6:46pm 2003


? posted by ReNo
Make your func_water as usual, but set it up as invisible (either by using the {blue texture as usual, or just by setting the brush to render mode "texture" and amount "0"). Now make a func_illusionary the same size as the func_water, and give it the water texture you want to see. Set its render mode and amount to whatever you think will look good. Now you should get correctly lit looking water that still LOOKS like and ACTS like water.

hopefully this isn't a tfc only thing, but i found an easier way. use a func_illusionary brush as Reno says, but in its contents field use the value -3 , and you should be able to swim around in it. this would do away with the need for a func_water brush.





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Re: SPLA Map
Posted by Sinner_D on Tue Nov 4th at 10:24pm 2003


i dont know what you guys are talkin about, ive been mapping for ages with my editor on a different HD, and i only come across the occational problem, but like i said, if you create a dummy dir for such resources within your hammer dir, it works.

however ive only mapped for CS, so maybe CS is just cool like that

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Re: SPLA Map
Posted by Wild Card on Tue Nov 4th at 10:41pm 2003


heh, perhaps your just strange Or lucky. [addsig]



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Re: SPLA Map
Posted by Tracer Bullet on Wed Nov 5th at 1:19am 2003


Money, I've been compiling your map all day in the computer lab here at school. at one point, I had six 2.2 ghz computers crunching away on netvis, and I'm only up to 90% on leaf thread.

I think this problem must be with your map, not your HD setup.

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Re: SPLA Map
Posted by G4MER on Wed Nov 5th at 1:33am 2003


Thanks Tracer.. Now I know. Im gonna rebuild it, and try and do it better.. I have a couple new ideas I want to try..

Im gonna try and squish everything into a 512x512x512 box.

Is this map for HL, TFC, CS, DM, what.. Single Player, Multi Player?

($)

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Re: SPLA Map
Posted by Tracer Bullet on Wed Nov 5th at 1:43am 2003


WAAIT STOP!!! rebuild nothing.

I just wnt into hammer and turned all of your complex brushwork into func_walls and vis took 2 min!! and that was with just my machiene.

I wish I had looked at your rmf before begining the compile! god, all that cpu time wasted!

You simply cannot put such tiny little would brushes in your map! especialy cylinders. just make all of those little pipes and things into func_walls and you are set.

the compile just finished: total time: 5 min 30 sec with no errors!

Read this http://www.snarkpit.com/pits/tracer%20bullet/ZHLT.htm it has many tips on zoners tools, including things that devistate vis.

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Re: SPLA Map
Posted by G4MER on Wed Nov 5th at 2:05am 2003


NO SH!7 Really.. HAHAHAHA lol.. ohh man. Ok.

Let me get that done then.

($)

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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 5th at 4:28am 2003


i would like to take this opportunity to show you just how badly a misguided set of func_walls can screw up yer r's....i did this on purpose, just so you'd get a feel for the perils....use them wisely....

before i added the appropriate/and inapproprate func_walls, the r's in this whole area barely passed 700.....but the compile time was well into 3 hours....now it compiles in less the 40 minutes on a 1.4 ghz athlon w/ 512 mgs ram.....quite the change eh?


an amazing difference.....im glad i made backups before i did this.....

one thing i will say though....i sure do like making textures....may have found a home...(then again, maybe not)... these are all customs ive been working on....hope ya like

dont get me wrong....but an ill placed or unecessary func wall can kill ya....and frustrate the s**t outta ya in the process...

/just my two cents....

Doc Brasso....

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Re: SPLA Map
Posted by Tracer Bullet on Wed Nov 5th at 4:33am 2003


In moneys case, we are talking about a large number of very small brushes which could never act as visblockers in the first place. good point though doc. [addsig]



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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 5th at 4:39am 2003


each one of those sections of steel structure are in the same way....lots of small parts with no real vis blocking ability....which is why i did it in the first place....

doc B...

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Re: SPLA Map
Posted by Tracer Bullet on Wed Nov 5th at 4:54am 2003


maybe I don't understand what it is you were tieing to ent. in Money's case:

1. his map has no vis blocking to begin with

2. I'm talking about detail items. cylinders that are on the order of 8 units wide and simply stand against the wall to look like pipes

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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 5th at 4:55am 2003


i see what yer meaning....and its pretty much the same....this room i did is wide open....its the natural angles that saved my r's before i screwed around witrh it...

btw tracer, im just curious as to the r's difference it made on moneys section....if i may....in a section that will prolly only take up roughly take up around 7200 patches....they shouldnt have enough room to have the r's bumped up too high....ten pounds of s**t in a five pound box doesnt work too well...

Doc Brass...

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Re: SPLA Map
Posted by Tracer Bullet on Wed Nov 5th at 5:01am 2003


The highest r's were 1300 w_poly. that is pushing it, but nither Money or I was ever able to compile the other version so it seems a moot point.

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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 5th at 5:07am 2003


i see...."moot", but relevant nonetheless....

ya gotta love this s**t dont ya?...

Doc B...

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Re: SPLA Map
Posted by Wild Card on Wed Nov 5th at 2:29pm 2003


I`m currently looking into MS`s map, I`ll be sending back to him after school (so in about 5 or 6 hours) Then, he should be able to compile it without problems. [addsig]



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Re: SPLA Map
Posted by Sinner_D on Wed Nov 5th at 9:25pm 2003


hey WC...im curious to where you thought i should/ or shouldnt add func_walls...i tried my best to turn just about everything into func_walls...lol

just for future reference...go ahead and edit my rmf with ur added func_walls, if u have the time. then send it back my way.

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Re: SPLA Map
Posted by Wild Card on Wed Nov 5th at 9:31pm 2003


func_walls are mainly used to prevent face spliting.

[addsig]




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