null by xconspirisist

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This map has been discontinued.

Discussion

Posted by xconspirisist on Tue Jun 8th 2004 at 3:02pm
[Author]

I didnt notice that I had a leak :sad: I scrawled through the compile log, and found I did, obviously. Had an entity, about 1 nano pixel stuck into a brush, and that counts as a leak... apparently. anyway - its fixed now. But I've a new error !!!yaya.ugh.

Whenever the map is loaded it says 'cant load xco.wad'. Where is the list of wads that it wants ? Its not in the hammer wad's list. Not in the hlcc wad include list. Did a search on my hdd, and there is no xco.wad. I've reloaded the map, and if xco.wad couldent be found, then the textures would turn white, no texture. I did a 'check for problems', and found none.

sigh. Why do I get all the arsey errors ?

no, dont answer that :biggrin:
Posted by wil5on on Tue Jun 8th 2004 at 2:44pm

Well, its not the best way, but at least it means you have lights in the map, so it eliminates one possibility.

Does your map have any leaks? If it does, VIS and RAD wont run, so your map will look, well, like it does in those screens...
Posted by KingNic on Tue Jun 8th 2004 at 2:40pm

Post the entire compile process of the map. I'm betting you have a leak somewhere...
Posted by xconspirisist on Tue Jun 8th 2004 at 2:32pm
[Author]

Ive used the 'light' entity. Is that correct ?
Posted by wil5on on Tue Jun 8th 2004 at 1:25pm

Youve got the right idea for visblocking. If you make the buildings look decent, the map isnt going to look blocky.

I dont know about compiler frontends... but to make lighting work, you need to run HLRAD.exe. Also, this may sound stupid, but do you actually have any lights in the map?
Posted by xconspirisist on Tue Jun 8th 2004 at 12:55pm
[Author]

I have a horrible feeling that I'm going to get badgererd for this; I cant get the lighting to work. in hlcc, under params b, I cant find xc_bank.rad for the lighting. Is this what I need to do ?

Visblocking - putting something in the way to block things further away ? Yes, I definatly need to do that, but I cant really think how. The more buildings I put in, the more blockey its going to look.
Posted by wil5on on Tue Jun 8th 2004 at 7:59am

If this is your first map, ever, then its OK. If not... well, if Vash were here, he'd eat your legs :biggrin:

I suggest you use more texture variations, the lights the same texture as the street just doesnt look right. Even though you say the texture work isnt done yet... you could at least do something before releasing screens.

Brushwork is... OK I suppose. What are your wpoly/epoly like? I see very little visblocking. Also I've noticed some distant faces are being culled (In Hammer, go Map->Map Properties and increase max viewable distance :wink: )

I think you should make it a night map. n00bish outdoor maps always look better in the dark...

Thats just my thoughts, agree/disagree if you want, I dont care, as long as you learn from it.

EDIT: Just looked at your first post:
I' have just spent about 8 hours solid, thoughout the night on this map. Kinda got to a sticky point, where its turned into a laggy killbox
That doesnt surprise me, for visblocking reasons I've stated above.
Posted by 7dk2h4md720ih on Tue Jun 8th 2004 at 7:03am

Think that one went right over your head. :rofl:
Posted by xconspirisist on Tue Jun 8th 2004 at 6:48am
[Author]

I think I might make it night. I do like those sort of maps... nightvision and all, may look rather spinkeh.
The texture work is no where near even started.
I wanted to get on with the brushwork.. didnt want to texture something I was going to delete.
snarkmarks say 69
Boogie on down to the general forum, you'll notice I only came back to this site after about a year, two days ago.
Posted by $loth on Tue Jun 8th 2004 at 6:44am

Try some assault textures or even assault 2k textures[you need to get them out of the bsp, use textractor]put in an light_enviroment, some borders on the window would look nice.

hehe your snarkmarks say 69[er] lol.
/crawls back under rock