cordon bounds

cordon bounds

Re: cordon bounds Posted by G.Ballblue on Mon May 31st 2004 at 6:36pm
G.Ballblue
1511 posts
Posted 2004-05-31 6:36pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I know what the general purpose of "cordon bounds" are. You turn it on, drag over a small portion of a map that you wanna compile, place a player start, and compile.

This is kind of a silly question, but when do you turn them off? I'm nervous to use them because I left them on, exited world craft, and when I came back, everything outside the cordon bounds had been deleted. What is the procedure for "turning them off" so the rest of my map is not deleted?

-Thanks

Yippie Ki Yay!
Re: cordon bounds Posted by KungFuSquirrel on Mon May 31st 2004 at 6:40pm
KungFuSquirrel
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Posted 2004-05-31 6:40pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
You should be able to toggle the cordon bounds easily using the two buttons in the toolbar, the same way you turned them on.

Do you just use .map files instead of .rmf files? That's the only explanation I can think of as to why you'd have areas of things deleted.

Cordons work by exporting only the included architecture into the .map file. Make sure you're opening (and saving to) an .rmf file, which will store all the information of the entire level. The .map file loses much of the information stored in the .rmf, and if you open a .map file after a cordoned compile, you'll probably run into this problem.
Re: cordon bounds Posted by G.Ballblue on Mon May 31st 2004 at 6:45pm
G.Ballblue
1511 posts
Posted 2004-05-31 6:45pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Okie doke. I've been using just .map files, since I tend to consider them more versatile and more stable. I only made .rmf files when I first started with mapping. >.O



I think that answers my question -- you say if were to turn them on, on an rmf file, none of the "outside" would be deleted, yet on a .map file, everything would?

Just double checking. :smile:
Re: cordon bounds Posted by OtZman on Mon May 31st 2004 at 6:57pm
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Posted 2004-05-31 6:57pm
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I think that the .rmf files are more stabel than the .map files.
Re: cordon bounds Posted by 7dk2h4md720ih on Mon May 31st 2004 at 7:17pm
7dk2h4md720ih
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Posted 2004-05-31 7:17pm
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.map = win
Re: cordon bounds Posted by fishy on Mon May 31st 2004 at 11:28pm
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Posted 2004-05-31 11:28pm
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the 'normal' compile in hammer has the option to 'save visible objects only', where the expert compile has the option to 'run with visible objects only'. in the 'normal' compile, when the option is selected, everything that is hidden is lost when hammer re-writes your rmf/rmx/map/max files without it. (as it compiles)

i've never used the cordon tool, so i dont know if it's the same as hiding objects, but if it is, and you used hammers 'normal' compile with the option selected, then that would explain the loss of your work.
Re: cordon bounds Posted by Gorbachev on Tue Jun 1st 2004 at 12:08am
Gorbachev
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Posted 2004-06-01 12:08am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Alien_Sniper said:
.map = win
Yes, if you like parts of your map missing sometimes for no reason. :smile:
Re: cordon bounds Posted by Orpheus on Tue Jun 1st 2004 at 2:15am
Orpheus
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Posted 2004-06-01 2:15am
Orpheus
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Gorbachev said:
Alien_Sniper said:
.map = win
Yes, if you like parts of your map missing sometimes for no reason. :smile:
gorby, i cannot believe you just said that.. :rofl:

the only thing the .map file does, is force a mapper to map error free.. if it was removed, it was defective, plain and simple.

.map = win.... always.
Re: cordon bounds Posted by Gorbachev on Tue Jun 1st 2004 at 2:58am
Gorbachev
1569 posts
Posted 2004-06-01 2:58am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I've seen otherwise...same with .rmf files. I've heard and witnessed them opening to nothing. dod_belfort opens empty as a .map but compiles off of one just fine.
Re: cordon bounds Posted by Cassius on Tue Jun 1st 2004 at 3:57am
Cassius
1989 posts
Posted 2004-06-01 3:57am
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I hope you guys are joking. Working and saving your map in the .map format can delete portions of the map and send complex vertex manipulation to hell.
Re: cordon bounds Posted by wil5on on Tue Jun 1st 2004 at 6:41am
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Posted 2004-06-01 6:41am
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Saving as .map makes you lose all your visgroup information, therefore .rmf = win

:razz:
Re: cordon bounds Posted by Leperous on Tue Jun 1st 2004 at 9:57am
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Posted 2004-06-01 9:57am
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Bearing in mind that that complex vertex manipulation gets converted into .MAP format before you compile anyway, then you're probably better off working with .MAP if you vertex manipulate a lot and don't use visgroups...
Re: cordon bounds Posted by Orpheus on Tue Jun 1st 2004 at 10:08am
Orpheus
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Posted 2004-06-01 10:08am
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cass, i never joke about this particular subject.. why do you think i promote frontends so strongly (whever one you chose).. its because the .map is 99% reliable.. the .rmf is far,far less so.

i am far from "seen it all" but of the 1000's or 10's of 1000's of maps i have viewed in WC/Hammer, only maps with defects ever cause errors by removing pieces.

you do however have occasions where a person has a defective editor, and never actually realized it till a portion of the map goes missing.

i have seen several occasions where the author claimed missing pieces, but my editor saw them just fine...

keep your PC clear of bugs, and clashing programs... keep the registry clean and run spybot and hope.

acquire a fresh version of the editor and run regclean after un-installing the ruined editor.

the only positive benefit to the .rmf is the retention of the visgrouping.

i keep both saved files, but if you intend on using a front end, you most likely will be forced to use the .map

i say this again without malice, the .map file forces a mapper to map error free, if it removed something it is a very high probability it was defective in some way.

do what you guys feel is best, but i assure you i am not trying to pass on bad info.

bottom-line guys, i only use the .map to compile with, and if you have problems with it, at the very least exhaust all other causes, cause i can assure you the likelihood of the .map being your problem is negligible at most.

/ 2 cents
Re: cordon bounds Posted by Gollum on Tue Jun 1st 2004 at 10:45am
Gollum
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Posted 2004-06-01 10:45am
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Actually, everyone uses only .map files to compile with. It's just that some of them don't know it :biggrin:

The .rmf format cannot be processed by the compile tools.
Re: cordon bounds Posted by Orpheus on Tue Jun 1st 2004 at 11:11am
Orpheus
13860 posts
Posted 2004-06-01 11:11am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
/me gets a mental image of mike sifting through reams of text to acquire that info.
Re: cordon bounds Posted by ReNo on Tue Jun 1st 2004 at 12:39pm
ReNo
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Posted 2004-06-01 12:39pm
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.RMF also saves your camera information, if you like to use more than
one, and it tends to load faster. If you don't care about these or the
visgrouping, then using .MAP is probably advisable, as it will let you
know if you've caused little vertex manipulation errors that the "check
for problems" tool doesn't spot.
Re: cordon bounds Posted by Orpheus on Tue Jun 1st 2004 at 12:47pm
Orpheus
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Posted 2004-06-01 12:47pm
Orpheus
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i use visgroups extensively, but since 3.3 came out, i have placed not one camera since..

pressing the space bar with either or both mouse buttons simulates camera use without the need to place any.
Re: cordon bounds Posted by ReNo on Tue Jun 1st 2004 at 1:12pm
ReNo
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Posted 2004-06-01 1:12pm
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I used to place lots around the map, way way back when I made Elixir,
but lately I don't bother. I use an odd and sporadic combination of
WASD and mouse controls for the camera, its kinda subconcious which I
use at any time, just whatever comes naturally!
Re: cordon bounds Posted by Gollum on Tue Jun 1st 2004 at 5:12pm
Gollum
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Posted 2004-06-01 5:12pm
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Orpheus said:
/me gets a mental image of mike sifting through reams of text to acquire that info.
Heh - I'm not quite as persistently bookish as you might imagine (though I take it as a compliment :smile: )
Re: cordon bounds Posted by Dred_furst on Sat Jun 5th 2004 at 2:32pm
Dred_furst
455 posts
Posted 2004-06-05 2:32pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
well, i use both, just incase, one for saving the map in rmf for the hell in case my vhe is stupid and hides stuff for no reason and the .map to compile with using batch compiler.

batch compiler is immensly useful for compiling steam maps, as to normal vhe compiler which sucks anyway as the frontend is lame and wont copy to a directory higher than 8 dirs high.

batch compiler also has a huge range of clickable options that explain what they do to your map when you click on them then compile your map.