Re: fence problems
Posted by Wilddoggie on
Fri Jan 16th 2004 at 11:32am
Posted
2004-01-16 11:32am
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the fence in my map after i have compiled it is still blue, but i thought that blue for it means transparent or something. what am i doing wrong?
and the map is a large outdoor map, and in software mode i can only see parts of it, i dont understand exactly how to fix that except going to open_gl, something about r_speeds?
one more thing, lets say you have counter-terrorists with a VIP, and the vip has to get to the plane, but then you have terrorists, and the terrorists have to bomb the plane before CT's vip gets to it, is that aloud in a map? and is there a name i have to call it? like as_ or de_? or both if its able to be vip and bomb, will that work?
Re: fence problems
Posted by North_Star on
Fri Jan 16th 2004 at 11:50am
Posted
2004-01-16 11:50am
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Can sort your fence problem...
Make the fence a func_wall, then set Render mode to Solid, and FX Amount to 255. Think there's a transparency tut here tho...
Re: fence problems
Posted by North_Star on
Fri Jan 16th 2004 at 11:55am
Posted
2004-01-16 11:55am
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About your VIP/bomb question - I think it would be possible, but why would you do that for an AS map? Surely it defeats the point of AS if the CT's have to protect the VIP and also worry about the bomb...
/runs
Re: fence problems
Posted by Wilddoggie on
Fri Jan 16th 2004 at 12:26pm
Posted
2004-01-16 12:26pm
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having the VIP getting to the plane before the Terrorists could blow it up would be cool, but i see how it is impossable, if the VIP and the BOMB doesn't happen, that means time would run out, it would give it a CT win for T's not bombing, i think, thanks guys
edit- ahh whats exceeded max_map_clipnodes mean??!! noooooooooooooooooooooooo it wont compile!
Re: fence problems
Posted by Crono on
Fri Jan 16th 2004 at 1:01pm
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Wild, You could make the fence a func_illusionary with Solid and 255 I belive.
And then use a skip brush in front of it so that people can't walk through it, but bullets go through just fine. Just make sure the func and the skip brush don't overlap or you'll get errors.
Re: fence problems
Posted by Wilddoggie on
Fri Jan 16th 2004 at 1:09pm
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i think i got the fence packed down right now, you cant reach it anyways, its just for decoration, its sitting on top of the cement wall all the wall around my airfield base, but i cant compile cause "Exceeded MAX_MAP_CLIPNODES" which i looked up and it said something in a lanuage i dont understand :sad: to complicated, someting about clipping cilinders and sharp edges.... maybe its because my airbase has like 10 planes in the bunkers :sad: ill cut it down to 5, and add boxes and crates and a house and a radar tower for the planes :biggrin: anyone know where i can get a night sky texture? and i still dont understand the turtorials on making snowfalls :sad:
edit- anyone know where i might find the radar towers like in as_oilrig?
Re: fence problems
Posted by Gollum on
Fri Jan 16th 2004 at 1:19pm
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Crono, SKIP brushes are totally useless unless one (and only one) face of the brush is textured with HINT. The reason the texture is called SKIP is that it says to the engine, "Ignore me completely". I expect you meant CLIP brush instead.
WD, there is a very easy solution to your MAX_MAP_CLIPNODES problem. To understand how it works you must understand what clipnodes are. Clipnodes are like an invisible shell (hull) that stops players, monsters and items from falling out the level. Without a clipping hull, the map world would not be "solid". The clipnodes determine where you can go.
Normally the clipping hull matches almost exactly with the visible hull (that is, with the visible walls and ceilings). The more complex the walls and other solids are, the more clipnodes need to be used to create the clipping hull (it's like making a picture from join-the-dots, but in 3D). There is a limit to clipnodes, which you have hit.
However, you can simplify the clipping hull without changing the visible hull. For example, cover one of your jet planes with a box. Texture this box completely with the CLIP texture. Now when you play the map, you will find that there is an invisible wall around the plane. The benefit you get from this is that a box shape uses 8 clipnodes (I guess), whereas a complex fighter plane uses many hundreds or even thousands.
Re: fence problems
Posted by Wilddoggie on
Fri Jan 16th 2004 at 3:20pm
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i got that clip thingy problem and the fence problem fixed, then i compiled, went downstairs and watched a show when i got back 1 hour later, it said basevis thing was at 800.45 seconds, the next one was 1400 seconds and another 900 and another 1100..... and it was still going :sad: wow that took for ever
Re: fence problems
Posted by SHeeP on
Fri Jan 16th 2004 at 3:51pm
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if they are just test compiles you are doing you could run it without vis , and maybe even without rad , vis can be put on -fast and rad can be put -bounce 0 also
Re: fence problems
Posted by Gollum on
Fri Jan 16th 2004 at 4:38pm
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Running RAD without VIS sounds like a really bad idea to me....shrug
Re: fence problems
Posted by Wilddoggie on
Fri Jan 16th 2004 at 4:45pm
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i ran accross another problem, its saying it cant find C:\\program files\\valve\\counter strike\\cstrike\\de_airbase.p0 or something when i try to compile
Re: fence problems
Posted by Cash Car Star on
Fri Jan 16th 2004 at 4:57pm
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Make sure you have the order right. If they're in the wrong order that could happen.
HLCSG -> HLBSP -> HLVIS -> HLRAD
Re: fence problems
Posted by scary_jeff on
Fri Jan 16th 2004 at 5:11pm
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-bounce 0 will make hardly any difference to the compile time.
Re: fence problems
Posted by Crono on
Fri Jan 16th 2004 at 5:47pm
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Woops.
Yeah that is what I meant. Damn posting at 5 am. Thanks Gollum.